Apparently right-clicking on the tech in the trade window will give you information about it. I'm not sure WHAT information it gives though. I've never tried it, and only recently read about it. Try that.
drawfour
Oldschool: The first entry in the 1.3 beta changelog indicates that it fixes the "0 production when loading a saved game" bug. Link
Did you install correct drivers for the new card? If you don't have the correct drivers, then XP will use whatever the default system one is, which is not meant for playing games -- it's just a simple driver that's good enough to use until you install the real drivers. Also, I'm not sure that the GeForce MX 4000 is really a good card, though I could be wrong.
The video driver you have is close to 2 years old, and the audio driver you have is over 3 years old: Card Name: GeForce FX Go5200 (Omega 1.6693) (Q) Driver Date: 10/29/2004 16:50:00 Description: Realtek AC97 Audio Driver Date: 5/14/2003 13:44:06 You should update those and see if that helps fix your issues.
What is your military slider set at (in the economics screen where you set the tax rate, overall spending rate, etc...)? "Military" spending really means "ship building".
Regarding (c), go to www.gc2builder.com. It should have a tool there to allow you to build custom galaxies. (Disclaimer: I've never tried it.)
In C:\Program Files\Stardock\TotalGaming\GalCiv2 there should be a file called "sig.bin". Delete that. (It makes the link between the machine you installed it on and the registration key. Since you copied all the files over, you probably copied that as well.)
If you want a strong military, you need to figure out which weapon type is being used by your enemies, your soon-to-be enemies, and your neighbors. If you have no enemies (not at war/hostile), check the ones where you're cool or wary, and if there are none of them, check your neighbors. Determine which defenses (if any) they are researching. You can determine this three ways: + Look at their ships + Attempt to trade with them and look at their weapons/defense techs
Huldu said: Everytime you attack or the enemy attack your planet, they only hit 1 ship at a time, not all ships in orbit. So i kinda see it more or less pointless to have "alot" of defense in the planet. Try building an orbital fleet manager on your planet. Then all ships around your planet will defend in fleets, up to your logistics r
I'm not positive, but there is something called GalCiv2 Builder, which allows you to make custom maps, and I assume custom scenarios too. Go to http://www.gc2builder.com/.
I can't answer your second question, but I'm sure others can. For your first question, you can't steal buildings. However, when you invade, you basically get whatever buildings exist on that planet that weren't destroyed in the invasion. This can be normal buildings, galactic wonders, trade goods, or capitals. However, you can steal technology. You don't try to steal a particular one or anything -- you need to enable espionage. I cannot remember the name of it, but the
Maybe the saved game (since it appears to continue to happen after saving/restarting) should be sent to a dev for analysis. Anyone have the email address that earthdrum can send the save game to?
+ The AI doesn't seem to build "tailored" fleets. When I'm planning to go to war with a race, I'll research as much defense as I can to match their offense, and research enough weapons that they don't have defense for. Thus my custom fleets can have less offense than they have but still win solidly. Once I saw the Drengin AI attempt to do so. He had all missile offense with no defense, and declared war on me. I was using beam weapons and also researched missile defense (because I
One note: the little blue squares that go down the right side of your screen to tell you that a ship has been completed -- if you right click on it, it will auto-launch the ship.
I wouldn't like it if lower level buildings stayed in my building list as it would get too cluttered. As soon as a new building is available, I would upgrade it myself anyway if it wasn't automatic, but that's just the way I play I guess. I can see the benefits of building lower level improvements, just not something I would go for myself. I a
*doing the usual bump to make it appear in the new posts listing*
I have a few ideas for GalCiv2. Love the game! I'm sure some of these ideas have been mentioned by others, but I wanted to re-mention some of them because I feel they are good (and important). + Moving a rally point should make all ships assigned to that rally point go to the new location. (Note: it may do this already, the last game I played was on the last beta before 1.2 came out. Yes, I know I'm slow to update, but I wanted to finish my game and have been busy enough that I did
Just wanted to say -- I love the idea! I'm not sure about waging a war against the UP or "controlling" it -- think of the UP like the UN. It's just representatives from all the nations (civilizations) of the world (galaxy) coming together to make common laws (it's obviously more, but that's oversimplification). It has no military force, other than the military force given to it by the supporting nations. If you want to "control" the UP, you would have to defeat the races that are i
Well, looks like you beat me to it. I was planning on doing some analysis like this this weekend. I haven't looked at the spreadsheets yet, but I will take a look. BTW, what is "sizemod"? I have no idea what that number means.
I like that! I've thought for a while that having a completely random distribution for attack and defense seems wrong. I have 30 defense and you have 30 offense. A decent roll by you of say 23 (about 3/4 firepower) and a slightly not so great defense roll of 8 (about 1/4 defense) and I take 15 damage. There would need to be a similar one for defense as well... A way to assure almost always getting full defense and almost always getting full offense would be nice. Maybe
I'd like to see information about the tech, such as total number of research points for the tech, and maybe even a mini-tech tree that shows what techs in that area I already have. I'd also like to see information about what that tech will give me.
Programs installed there are meant for all users. It would be a problem if a single user deleted files from there, unless he uninstalls the program properly (Add/Remove Programs, etc...). This is true in XP today -- the problem is that most users are administrators, and administrators get full unrestricted access all the time. In Vista, administrators do not run with full access. Thus they can't accidentally do something without explicitely granting permission. The only files that
looks like I still need to *bump* to get it to appear in the forum listing.
In Windows Vista, even running as an Administrator does not actually give you administrator permissions -- to get them, the OS will prompt you for permission. The debug.err file is currently under c:\Program Files, which means the application cannot write there normally (it can obviously read the config files there just fine). Debug.err probably needs to be changed to go under the current user's documents/GalCiv games. And any other file that would be modified by the game itself, if