yes.. the one you get at level 6
Apostolos22
I am currently running the 1.05 version and I have 2 questions for those who are familiar with the performances of units compared between that version and the new one: 1) FLAK frigs in the version I am playing seem to be about as usefull as a fart in the wind. Whenever I play as TEC and get hit by the mass squadrons of bombers, my FLAK frigs do not seem to do a thing. Conversly, if I am playing with the bombers I tear everything a new one.. even flak. Its like
[ having to do a first strike to have war is kinda cheap. ^^ This could also give way to the 'points' toward a particular factioin. Attacking someone before declaring war = evil points. 1 Turn warning = neutral. 2+ turns warning = good.. etc. Lots of places to go with Diplomacy <img src="http://images.stardock.com/gc2/T_D
One little thing that has frustrated me a little bit has been the lack of options when dealing with the other races. One example that strikes me right off the bat is what happened during a small game I played. I was on friendly terms with everyone for the most part and was going for a cultural win. The altarans called me up once and told me that they were rather concerned about a cultural starbase near their system. They said they did not expect me to move it quite yet, but that they were
Keep up the good work. Ive been playing GalCiv 2 and really having fun. The support Ive seen in just ...what is it now? 2 weeks? its just simply awsome. I may have posted some things I found buggy or disagreed with, but the level of customer support and feedback has always been top notch. /salute
As far as the fact that the 3 way distribution slider effects all planets equally I think was done on purpose. The developers WANTED it done this way. I disagree though that the computer would be worse if every planet could locally control their 3 way slider independantly of all the other planets. If done locally, it would make it a far simpler and easier for me the Human to keep up, ESPECIALLY once we could just minimize or maximize spending in one particular field (say researc
I wrote this in the "Bugs" forum. It seems though that every post I make, regardless of which specific forum I choose when starting it, gets posted in this forum.
I can not see any of the posts I make in any forum. The only way I can even see them is to click on the "My Posts" button. Is this a 'feature' ? If so, its not a very nice one :)
Im back checking how the math works on planetary projects and I found another little bug. I cranked up my Military spending to be 100% and checked one of my planets. I had 43 Military as well as maintenance of 15 for that planet and sure enough my spending was at 58. However, when I lower the slider so that its more evenly distributed at 30% / 30% / 40% , I end up getting the following: Military Spending: 19 Social Spending: 5 Research Spending: 8
Mine just says: V1.0 Digital: Bonus Pack
This is one of the biggest questions I still have: How EXACTLY do all of the mining starbases effect their respective statistic? When you send a constructor to put a mine over a resource, you then are able to click on that mine and see its "sphere of influence" the same as if it were a military base. My question is this: If I put a mine over...lets say a research node, does that sphere of influence need to be touching a planet in order to have any effect? (which would increase
First off, lets all just calm down a little bit. There is absolutely NO need to start breaking out the flamethrowers here. Arcticfire: Yes, I did watch every single tutorial. The point I was trying to make (and that other people seem to have understood) is that the sliders make specialization in one area very very difficult. In order to have 1 research point generated, you have to have 1 manufacturing point on that same planet that will 'pay' to convert that int
I found a txt file in my game directory, but it looks like it is the patch notes for the first patch. Does anyone have a link to, or a copy/paste job of the patch notes for what was addessed in the 2nd patch?
Bear with me here, and let me know if I lose you. This is a little hard to explain without visuals. The 3 way slider bar that allocates spending between the 3 areas of Military, Social, and Research is basically acting like a built in governer on all production. By this, I mean that even if your Industrial Capacity is set to 100%, it is impossible to actually GET 100% of all possible production you have available on any planet. About the only way you could do that is to produce
Ahh.. Found it!! "It costs 1 bc to convert research into 1 Technology Points." Gah.. one stupid little sentence hanging me up. Now that I finally figured it all out, it sure would be nice to list somewhere on each planet what that planet's Maximum possible Military, Social and Research values are. AKA, it would be nice to see that you have a surplus of Research potential already before building another research facility. That way you know when to incre
Camo: That 78% was the RESULT. From a total of 100% -40% from taxes, +4% from buildings, +14% from native ability, you would get a result of 78%. That still did not explain where the 4% came from originally. Now that I have patched, I will need to look at this again (although I am still seeing some funky numbers).
I downloaded the update and a bunch of numbers changed around, but I still dont see how the game arrives at most of them. For example, my production at my home planet is 24 from my capitol. At 50% capacity, that equals 12. Spending is listed correctly as 12. With a 50%/25%/25% spending ratio, it is coming out correctly with the following: Military is 4, and Social is 3. That leaves 3 (rounded down) for Research. However, the capitol has a listed value o
Bah..the word wrap screwed up my spacing
I am needing someone who understands exactly how all the math of this game works to explain to me the answers to a BUNCH of questions I will detail below. If there is any additional information needed, please let me know. (The fact you need additional information may very well be the answers to some of the questions) After landing a colony ship on a brand new planet, I am trying to understand how the game arrives at some of the numbers it displays on the planet screen. Be
sorry if this was said already..I only read about half of the other posts before giving up and just posting mine -Include some kind of 'survey mode' for ships with a constructor module. This would allow a player to see the circular range of a starbase BEFORE actually building at that particular location. (In order to give you the ability to make sure the spot is in range of everything you are trying to include in the base's range)
OK, I fired it up before I went to bed.. (kept thinking about it heh) Anyway.. YES, the bug is this: You must have some kind of defensive ability natually before any base assist modules will convey their defensive bonuses onto your ships. I just upgraded one of my medium ships to include +1 armor (at the expense of one of my lasers) and suddenly it was also receiving +3 beam defense from my military starbase nearby. I went from 4/0 (3 lasers +1 attack assist from
I am getting this bug as well. I am currently playing the first campaign mission and the only defense you can research is the armor defensive ability. My starbase has a +3 beam defense for ships bonus installed but my medium sized ships are not receiving the bonus like my small ones are. I know the ones I am currently using have some armor installed on the small ships. So, later I will play some more and create a small attack ship with no armor and see if the +3 beam defense is