Quick question about research. When you complete a tech does left over research carry over to your next tech? I hope it does, because if it didn't, then everytime you were one turn away from researching a tech, you would want to reduce your research spending to "barely" complete the tech in one turn, and thus have no research go to waste. Then after the tech is aquired, you increase tech spending to normal levels. Needless to say, this would be very an
Stanley Tarrant
Quick question about research. When you complete a tech does left over research carry over to your next tech? I hope it does, because if it didn't, then everytime you were one turn away from researching a tech, you would want to reduce your research spending to "barely" complete the tech in one turn, and thus have no research go to waste. Then after the tech is aquired, you increase tech spending to normal levels. Needless to say, this would be very
Now that everyone mentions it, I did notice the Dread Lords sending unescorted transports in the campaign. I wonder if this bug needs to be posted in the Beta stickeys.
Playing the campaign on normal
In the campaign, the Drengin will sometimes build useless "defenders" that have shields but no weapons.
Death Star (Star Wars), Doom Star (MOO 2), and Terror Star (Galciv I). A huge moon sized, mobile military base capable of crushing an entire planet or a star system must have the word Star in the name!
The AI might know that you don't have ships nearby and is taking a calculated risk by sending unescorted transports. Are you able to intercept and destroy those transports? If not, the AI is quickly taking advantage of your lack of defense. After all, it takes longer to properly escort a transport. In my games, I may just send a unescorted transport as quick as possible if I see an undefended planet and I know the AI is broke and can't hurry a defen
Read the DUNE prequals (sp?). That is if you enjoy reading about futuristic factions who hate each other and are constatnly scheming and warring against each other. The book "I Robot" is also good by Issiac Asmiov.
I have to agree that the invasion animations are the weakest point of the game. Everyone looks the same, the same red lasers are fired, the same big weird looking buildings on wheels..... and missles fired that don't sound like missles at all. MOO2 had much cooler invasions. You could actually make out the soldiers, and if you had tanks or battle mechs, you would see them fight also. I think it would be cool like if you saw space marines fighting
I have to agree that the invasion animations are the weakest point of the game. Everyone looks the same, the same red lasers are fired, the same big weird looking buildings on wheels..... and missles fired that don't sound like missles at all. MOO2 had much cooler invasions. You could actually make out the soldiers, and if you had tanks or battle mechs, you would see them fight also. Other things in the game need attention before this, but if the
I have played many games and I have yet to see any minor races. However, I have only played on small or tiny galaxies so far. Is there a minimum galaxy size / maximum number of major races you have to select to get minor races show up?
Thanks. Do you happen to know where there are exact descriptions of what the medals mean (some are obvious)and the criteria for receiving them?
Hmmmmmmmm. $40 for Galciv 2 or $40 for cab rides, lots of beer, and a bad hangover. I wonder where I should spend my money!
I was just wondering how many games you have to play before getting an alignment medal, or what other criteria has to met to show off your alignment when posting in the forums, etc.
I agree completely with Nirvana_CN. I am convinced that to do well in Galciv 2, you need to buy as many colony ships as you possibly can early on. Don't spend it on buildings or anything else. Instead, buy those colony ships. The AI may be following that strategy which gives them the illusion that they have incredible production. With a good start, you can endure setbacks later, but if it is mid to late game and you only have half the colonies the
Who needs Autopilot lines anyway. I know where my ships are going. A good leader knows where his ships are going! However, having the starbase range highlighted before you use a constructor is a must. Anyway, thanks for the hard work
You said it Mr. Lucky! Can't for the life of me figure out why they made the three sliders linked in this way. I spent like an hour trying to rationalize this myself. Oh well, in the few games I have played, it hasn't bothered me too much.
Ummmmmm. I noticed your medal for game difficulty or whatever says "cakewalk" You were playing on tough right?
Ahhhhhhhh! So thats how the economy works! Question: Why did you guys decide to do the economy that way and not be able to run everything at 100% capacity if you could afford it?
Sweet! No Tech Trading! No longer will universal translator come after blackhole eruptor in my games!
In the meanwhile.... after altering the tech XML file, universal translator requires blackhole eruptor, yes blackhole eruptor
Has anyone figured out if it is possible to tweak the tech XML file to make the AI not trade techs? Just wondering.
It looks like their is a dev on this thread. Please, is their a patch comming out to address the problems associated with unrestricted tech trading? There is an entire thread talking about how unrestricted tech trading is ruining Galciv 2.
I am just helping to add more weight to this forum so that Stardock seriously considers fixing the tech whoring problem. I am not a computer programer but I think the quickest and easiest way to do this so a patch can come out right away is to either simply allow an option to disallow tech trading or only allow the trading of researched techs. The "blueprints" idea sounds really cool, but also sounds like something that would take longer to program, which is not to say they could do it in a fut