Zerg_Food

Zerg_Food

Joined Member # 1266805
0 Posts 0 Replies 582 Reputation

Okay new problem. The detail view is no longer popping up and I have no idea why. I hit tab, the unit comes up, the mouse is right there on top of the guy, but over on the right, nothing. In the space where the detail view should be it's just map. So how do I turn the picture thingy back on? I really need it. I have no idea what my units' orders are without it. I'd also like to know why sometimes accessing a city puts the map in permanent 2D mode and sometimes the

3 Replies 11,817 Views

I think I figured this one out on my own: If you hover the mouse over the center of the screen, the "unit picture" of the unit activated by the "Find Idle" key will show its current orders. If those orders are "Awaiting Orders" that's a unit that needs move orders. Just gotta keep the mouse pointer centered in just the right spot and it all works out. Hit 'Tab', center the mouse, then hit 'Tab' again to cycle through everyone. Units occupying the same space as othe

3 Replies 11,817 Views

I'm using the "Find Idle Units" key to find units which need move orders; unfortunately what FIU actually finds isn't quite what I'm looking for as it includes all units with unspent movement points whether or not they have move orders. If there were a way to make units with move orders move without ending the turn that would also solve the problem if there's no such thing as a "Find Idle Units Without Move Orders" button. Thanks i

3 Replies 11,817 Views

Hey, I'm a newbie too. Here are a few things I've discovered: Gravity accelerators and anti-matter missiles are a lethal combination, particularly against a technologically superior foe. This single combination of technolgoies turned the tide in my most recent game, in which the Drengin had a powerful central position in the middle of the board and were extorting money and tech literally from all corners. They came for me in ships so powerful that my battleships couldn't stop

2 Replies 4,183 Views

My GC crashes whenever it tries to play a full-screen movie. I've followed the directions for getting new codecs and installing the Bink / Smacker player, and the files are associated correctly so that if I open the file from Windows the Bink player plays it. The problem seems to be the full-screen mode. The first frame of the movie is displayed, the system locks up for a while, then some time later GalCiv resumes its screen mode and continues running as if it had played the m

5 Replies 3,594 Views

Yah, Orcs are boring. Barbarian Berserkers are awesome. The "Thrown weapon" attack increases with unit attack and to-hit enhancements, making those enhancements particularly deadly. Being a "hunger faction" Barbs are a poor starting choice, but nothing makes me happier as a Halfling commander than having Barbarians for neighbors. Nomads have the best flying units, as well as pikemen and fast range units. High men also have pikemen, and Draconians and Beastmen have fast range

19 Replies 887 Views

The Torians finally decided to rid themselves of the Terran pests and came on in force. It was a race against time to see whether I could take the last Korx world before the Torians beat me back. The beaky E.T.'s gave it their best shot, but my transports slipped past their hornets' nest of capital ships and put the Korx in the ground for good. Mission Complete! That mission was the most difficult of the campaign. The next is a good, old-fashioned "Banzai!" Good luck to you

5 Replies 339 Views

It doesn't so much make them indestructible as it makes them inaccessible. To attack they must first move into a real square, at which point they follow the same rules as any other ship. However, the ability to "park" an AMM or Phoenix where it can't be attacked is obviously an egregious exploit.

3 Replies 291 Views

Here's an interesting bug in the Altarian Campaign: if the scenario doesn't "force" a premature win via a special victory condition, the mission debriefing is overwritten by the standard end-game victory sequence. This makes the final scenario particularly weird, as the campaign debriefing makes numerous references to material covered in the scenario debriefing, and the player will never get to see that because the only way to meet the scenario victory conditions is to also meet either

138 Replies 14,692 Views

Somehow the Torians are able to move Corvettes onto the grid-line intersections, instead of onto the actual map tiles themselves, making it impossible for me to attack them. Let me see if I can explain this better: say you have 4 adjacent tiles arranged in a square. Number them row/column 1, 2 / A, B. You have a Ranger in 2B. It could attack a ship in any of the 3 adjacent tiles, 1A, 1B, or 2A. The Torians have a Corvette that looks kind of out-of-place, like it isn't squarely in a

3 Replies 291 Views

Where "excess production carry over" belongs is IN THE GAME, as it was in MoO 1, the original "we won't rip you off as punishment for not micromanaging" strategy game for folks like me who hate micro but will begrudgingly do it anyway if we HAVE to in order to play the game well. ** rant off ** Even SimTex dropped the ball: in Master of Magic production doesn't carry over, meaning to squeeze the most out of your cities you must "rebalance" their farmer / worker ratio every tur

51 Replies 2,341 Views

Update: stacks of capital ships and an unrelenting stream of transports are wearing down the bad guys. I've built a "road" of speed-enhancing starbases NW of Vizzard to get my ships to the frontlines. Whenever I take a world I add to the "road" so that it now jogs N through Sauron, NW through Octavia, then N again to Geta, from which I can strike at the Korx in virtually all directions. The mission objectives don't show in-game, but the scenario editor tells me all I need do

5 Replies 339 Views

Defending a starbase from interceptors is virtually impossible, as they have a speed of 10. Best hope is to either surround it or have a large number of constructors on hand and build up its defenses all at once. All this is predicated on two somewhat unusual conditions, those being first that the Omega mod is installed which has the Interceptor in it and second that you're playing the Altarian campaign "Torian Vengeance" mission, which gives the Torians 350%+ ship bonuses, mak

5 Replies 243 Views

Problem, VoT: I don't control the minors, and thus have no control over whether they give in to demands. Best I could do is conquer them as soon as they pop up, but if they're out of range they'll have given away the farm by the time I can get to 'em.

8 Replies 2,612 Views

So my only two options for defending missiles are to either leave them helpless inside a stack or leave them helpless outside? That's not much of a choice. I've been hiding them behind a phalanx of transports, and that seems to work fairly well, but it also makes it very difficult to actually get a missile to its target. How do I defend a Starbase? Do I have to surround it with defensive ships, or is there some way to designate a defender stacked with it?

5 Replies 243 Views

How do I designate a particular ship or class of ships to be defenders? I'd much rather have the Battleaxe defend than an antimatter missile. Particularly irksome is that a ship parked for repairs will "defend" an undamaged ship of a slightly lower rating.

5 Replies 243 Views

I'm currently engaged in a brutal war in that very mission. The "Omega Mod" has turned out to be crippling, as I'm faced with endless waves of speed 10(!) Interceptors that swoop in from outside my scanning range and tear up anything in their path. The Torians in particular have so many ship bonuses -- 358% attack 341% defense -- that nothing less than a DK can bring one of their Interceptors down. The Interceptor gives a massive advantage to whichever side has superior ships,

5 Replies 339 Views