1024x768 is the minimum. Says so in the system requirements. You're not going to get it to run lower than that.
PJ_
Your ships still have the basic Hyperdrive engines that the humans invented. If they didn't, they would take thousands of years to reach the other civilizations' planets. The size of the squares on the map account for the folding of space that the hyperdrive achieves.
That is a pretty nice trick. I doubt the AI is going to use it, though. I don't see myself micromanaging enough to make use of it, though, but I'll keep it in mind next time I have an extra colony ship floating around.
They tried to trade me Balanced Vision twice in one game once. I accepted the first time, but rejected it the second time since I knew I wouldn't get the tech.
Are you sure the mini-freighter was in the area where the two starbase effects overlapped? You can also press the B button on your keyboard to [b]uild a starbase.
Yes, you still get to use them yourself. You're wrong; they last the rest of the game. I think you found a bug with disbanding the colony and keeping the trade good. I'm not sure how that should work.
(total attack value)/(total defense value + HP) The ship with the highest value gets attacked first.
Plus, life support modules are tiny. You can put a bunch of them on your ships and reach anywhere on the map without even building starbases.
I'd like to have an option to hide lower level undiscovered techs. In many of the lines the old ones become completely useless when you discover the new ones, so I'd rather not have them clutter up the screen and possibly take up research points if I select it without realizing I had a later one.
Then you really really need some sort of symetry button. It's sometimes hard enough to match things up. Has a feature like this been considered ? IE, add jewlry in pairs, etc using same size and opposite hard point. I'm strongly in favor of this feature. Another thing I'd like to see is so
If you take over someone else's Manufacturing Capital, you still get to keep your own.
The game's out, but the demo isn't. Soon, though. I don't remember if a date was given.
Several extra ship components under the "extras" tab. Everything under this tab is just decoration for your ships. The ones that come with the collector's edition are labeled "Special Structure".
It looks like JoeUser came back up some time in the last minute or so. Good timing; now I can post the entry I wrote last night. (You should still check out Galactic Civilizations II . It's an awesome game.) I'm back. Here at RIT again. It fe
It can never go above 100 billion. Besides that, the maximum (in billions) is 0.02 * ( ( PQ + 1 ) ^ 3 ), where PQ is the planet quality. So if the PQ is five or less, there's never any point building a farm.
Benefits from the mining starbases benefit the whole empire. For other types of starbases you can click on it to see its radius. I think it's 10 squares. I think the maps are random, but I'm not sure. Every race's starting solar system is always the same.
In the GC story, the old stargates were not instantaneous--they were basically big fixed-destination hyperspace conduits (taking as long to travel as it would with the first generation hyperdrive). Actually, the first HyperDrive could get you there ten times faster than a stargate.
In case anybody was wondering how I got through my harrowing ordeal of being stuck unable to progress in GalCiv2 for almost a full day, here's what I did. I sent Stardock an email late last night w/ the saved game. No reply yet, but that's no surprise as it hasn't been more than a few hours since anybody's had a chance to read it. But because I can't just stop playing the game until the problem is resolved, I turned to the cheat keys (https:/
Add modules to starbases by sending more constructors to them. All starbases can have modules that increase their own attack/defense values (necessary if the starbase itself is attacked), but only military starbases can have modules that aid other ships. Without adding modules, most starbases don't do anything at all. Basic mining starbases give a +5 bonus to the appropriate stat, but adding more mining modules can increase that.
Slightly longer answer: Not yet We all miss the Terror Star from GC1, but it's not coming back unless it's balanced and the AI knows how to use it (unlike in GC1). Probably in the expansion pack.
I know that happened when I accidentally started the game on 800x600 resolution. I doubt that's your problem, but the minimum is 1024x768, just in case.
Auto-attack doesn't work either, by the way. I suppose I should just email Stardock directly with this, since there's almost no chance of anyone seeing this post with the stickies taking up the entire forum.
And what was annoying about the old system, besides the bug with the remove button? (You didn't actually have to place another component, just select one from the list.) Difficulty of finding the components you want to replace on this list of components on the ship is the only thing I can think of. It seems to me the best way to fix that would be to have a separate list of functional components and decorative components. Or, if changing the look of
That was removed. Never in the history of Galactic Civilizations has the manual been up to date.