jfp3

jfp3

Joined Member # 1739066
46 Posts 113 Replies 7,520 Reputation

I had a similar gripe about the AI in 1.2 in this thread: https://forums.galciv2.com/?forumid=162&aid=124614#969162 But my focus at that time was on the inability of the AI to converge ships on an imposing enemy threat or at it's imminent arrival at a planet. Now it seems that the Transports are an issue, and they ought not to travel -whatsoever- without escort and a pre-invasion fleet. This seems to me, and probably to most of you out there, only natural. Fortunatel

11 Replies 14,292 Views

In my current game I've developed "Diplomatic Translators" for instance and have an "Exclusive". What exactly do I do with them during some diplomatic instance? If I trade them...is it by the unit? Is the tech gone for good from me? How do I benefit by creating these "Exclusives"? Any help is most appreciated.

4 Replies 5,429 Views

btw...the Tab button is VERY inconsistent for switching between ships. Works one turn, then not the next. Also for me, the Sentry and Guard options don't work whatsoever. Maybe I'm doing something wrong, but they are also not consistently putting a ship to sleep. I had gotten in the habit of clicking both options to try to sleep my ships but they just keep popping up ready to move next turn (That is -- when the Auto-Pilot decides to make itself useful). Again...I'd like to think I'm doing s

10 Replies 5,676 Views

You can adjust the size of "parts" with the slider at the bottom of the ship design view window. If you don't use that then some of the parts can be seriously big or practically too small to see. Play with that slider (next to the dials).

7 Replies 4,766 Views

You can adjust the size of "parts" with the slider at the bottom of the ship design view window. If you don't use that then some of the parts can be seriously big or practically too small to see. Play with that slider (next to the dials).

7 Replies 4,766 Views

I think Dani is really refering to how "Tankers" are used in a game like Space Empires IV. They are quite necessary, and add quite an element to that game. Personally I think anyone who likes GalCiv should try it. Certainly avid gamers should enjoy both and rejoice in their differences. This is not however, a game like SEIV Dani. Life Support and Bases are the key in GalCiv2 (in the case of range)and though tankers work well in SEIV, they would detract from this current inception of

26 Replies 15,886 Views

Good Lo'd. No "next" buton seems such an undersight in this type of game. Somehow I think that "find" was the one that should do the trick -- and oddly enough it does so much of the time. Just not consistently. What's up with "find"?

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Nice. Lucky, or too bad, that I feel impelled to finish my 1.2 game before upgrading. I would like to see the posts over the next few days before dumping my current game.

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Thanks Cari and Dani...why though is there not a simple "next" button on screen? There seems to be buttons for almost everything else eh?

10 Replies 5,676 Views

For that matter, perhaps the "Orbital Fleet Manager" and its cousins, should be assigned to the "Local" Starbase if one exists. Not to tiles. If a planet has only 5 tiles or so, but is in a strategic position, I'm sure most of us would be reluctanct to waste tiles on such extravagences as an Orbital Fleet Manager. Yet a simple cell phone call to your locals would allow you to join up to provide a common defense for your threatened system.

26 Replies 16,897 Views

Sorry Danielost, I don't know how this post of mine to another thread ended up here on yours. But I'm glad I found it. But Tankers....sure, I agree. The whole Logistics thing should really be dealt with in a different way. I'm playing a Huge Galaxy game, and have maxxed out my logistics research. Yet I can only assemble 10 or so Mid Sized ships in a complete fleet! I understand that this particular flavour of game needs to have limited fleet sizes...but damn if I can understand why

26 Replies 15,886 Views

For that matter, perhaps the "Orbital Fleet Manager" and its cousins, should be assigned to the "Local" Starbase if one exists. Not to tiles. If a planet has only 5 tiles or so, but is in a strategic position, I'm sure most of us would be reluctanct to waste tiles on such extravagences as an Orbital Fleet Manager. Yet a simple cell phone call to your locals would allow you to join up to provide a common defense for your threatened system.

26 Replies 15,886 Views

I hate to be a "stick in the mud"...but ANY ships in a planetary system would be able naturally (at this point in time) to coalese into a coherent fleet of ...what is it ...@ 10 midsized ships at the highest level of logistics?.... and fight an oncoming enemy. To my way of thinking...if they are orbiting a friendly planet, their logistics should be almost unlimited anyway. It is the oncoming enemy fleet that is light years away from a friendly base that needs to worry about the logistics. Cor

26 Replies 16,897 Views

Hey Seth...you should fill the shoes nicely of the clown who wrote all the Diplomatic Dialogues and Tech Descriptions. Apply for the job. Yes...True Terraforming of PQ0 planets should exist without question. But then again, shouldn't a PQ15 get a bump as well then? More ships, more fun. And MadDjinn, yes... if the Torians grab Mars while I'm off galavanting for another PQ 16+ planet...then I feel they would be rather more than chastised verbally.

15 Replies 11,125 Views

Yeah be sure you have the constructor module still in the design. Gadzooks! You might need to strip an engine off your previous design as they are rather "heavy" in construction cost. But that's as it should be. One further notice to you that I can mention. Don't set up a fresh starbase without at least 3-4 constructors in the initial start up. Single startup Starbases with no protection are eaten alive by the AI at the start of your 1st war. So that Morale base of yours with 4 min

7 Replies 5,893 Views

I still don't see how "create fleet" in a planet or star system would hurt. And that can't be all that hard to implement. Small steps first of course. But the current actions are a shame. On ANY level of play, they (the AI's ships) should gel together into a fleet at the approach of an enemy of any size, at the planet of greatest PQ. IMHO~~~ Even at my level of complexity (as I mentioned I don't remember which I picked but certainly a bump or 3 above "normal") they really need not t

26 Replies 16,897 Views

Not that I know of...there should really be a button for "next ship/planet" in the main info area. I have a problem with this also. You should see what happens when you have 100 ships out there and the only way you can be SURE you hit every one for a move is to click the ship/planet button and scroll through each one. It is also horrible in that every time you slect a ship...even if you are half way down the list...it will close the window, let you move the ship, then upon reopening the list,

10 Replies 5,676 Views

Beta should also imply that someone at the company loaded a saved game and saw this bug as well eh? Beta doesn't mean that it (the latest iteration of GalCiv2) erupted from the last programmers "Save" and then launched itself onto the download list. But... Remember...WE are the playtesters for this game for the most part. And that is both good and bad news.

12 Replies 6,219 Views