Those squares are 1 parsec apart. If you look at the ranges given for the weapons, they are in kilometers - nowhere near the range of a parsec. It would not make sense for it with these dimensions. Beyond that, it is a game mechanic and you just have to work around how they have it set up. To me it makes perfect sense, and I am sorry that it bothers you. (I can understand why it would - building a starbase in hopes that it would defend your planet
Martimus
Has anyone else seen this?
Well that doesn't make any sense. Why wouldn't/shouldn't a starbase attack enemy ships? This is illogical. Starbases are immobile. They can only defend themselves. That is like asking why a military base can't attack another base a few miles away. It is simply because it can't get up and move. GC1
If you really want it now, you could buy it and download it now by clicking on the purchase button in the upper left hand corner of this screen.
I posted this in the sticky as well, but I wondered if anyone else has seen this, or knows what maybe be causing either of these. Invasion bug: The Invasion bug with defender ships in orbit is still in this version. I reported this bug in 1.0X, and hadn't seen it again until last night. Here is what happened: I went to attack an AI world with a fleet that included a transport. Instead of fighting the defending shi
The Invasion bug with defender ships in orbit is still in this version. I reported this bug in 1.0X, and hadn't seen it again until last night. Here is what happened: I went to attack an AI world with a fleet that included a transport. Instead of fighting the defending ships in orbit, the screen went directly to a traditional invasion screen, completely bypassing their defense. (This seems to happen only when attacking a race t
Another minor bug I noticed , [This happened in both builds (beta 1 and 2)] When creating fleets with multiple troop carriers arriving at the location at the same time, one of them will sometimes disappear. The first time, (from beta 1) I don't remember what I did to do this, but the second time (beta 2) I found that when two transports reached the same "fleet" rally point on the same turn along with fighters, that one of the transports was missing.
I am running V1.1 beta 2. Upgrading trade ships has taken away the option to put trade, constructor, or colony modules on the ship. What's more; it also gives me a free trade module on the ship, so that I don't need to pay for it with either money or weight. This lets me load it with as many engines or lifesupport modules I want. You can reproduce this by loading up a game, or starting a new game and open a previously built tr
I forgot to mention that the Neutral alignment also gives you a bonus to your soldiering ability. The other choices just don't seem to compare.
neutrality is the best IMO. It adds around 30% PQ to every planet, increases your trade routes, and gives you a morality and economic boost as well. I never have a problem with money after I research Xeno Ethics, and pick Neutral.
Very nice. I have it linked for future use.
I remember when I bought GalCiv 1 way back when, I had the same problem. It took me a game or two before I figured out the resources/anomolies. (I'm pretty sure that the AI handed my butt back to me before I could figure it out back then, but they did give me the strategy that I used very succesfully until this game - where I don't really use it anymore for some reason.)
That is a nice blog. I'm glad that you showed me that, because it helped me to decide not to get Oblivion, based on the problems he was having. (I wasn't sure if the copy protection on the game would mess with my computer or not.)
First off, in modern warfare the best strike is one that your enemy can't see till it's too late, and then is gone. The greatest representation of this is the ballistic submarine, which can appear out of nowhere, launch a huge amount of devestation, and then vanish. Another example would be the cruise missile. <b
Here are some better (larger) pics of the Cyber-Dragon. <img src="http://img.photobucket.com/albums/v691/martimu
The bonus pack is the patch. The collectors edition file will give you some additional ship jewelry.
Here is my cyber-dragon. My buddy made most of it, while I was feeding my daughter. I just finished it off with a tail, claws, and the scales on the top. <img src="http://img.photobucket.com/albums/v691/martimus28/GALCIV2/Cyber-dragon
In the last patch, the AI started charging more for some weapons technologies, and this definitely feels like a step in the right direction. I completely disagree with that point, but I like many of your ideas. It would be nice for the AI to trade things for their own benifit. (Which they do for the
I have found it to be more stable actually... Besides, you use the beta to help debug the build so that the released version comes quicker, and so you have some input on the released version. If you are worried about crashes, I think you should stay with the previous released patch.
There is a way to play "hotseat" multiplayer. Link
I think that he just changed the social production bug that he mentioned in the journal immediately after he put .009 on SDC.
The average is actually the square root of the number of games you have played. So it won't dilute it as much as you think. (If you played 9 games, it would add the scores of the 9 games up and divide by 3.)
Finally I would love to have double-click on the turn summery-screen to bring up the planet that just completetd a project, and having the map centering on the opened planet. But I guess thats for some future patch. If you left click on the "completed project" icon to the right (The little round blue
1) The top of your debug.err in your directory (the part that gives system info). Debug Message: Version v1.1 BETA-2A last updated on: Thu Mar 30 21:37:53 2006 Debug Message: Could not find a TGN Serial No. Debug Message: *********DXDiag info follows.********* System Info Time: 3/31/2006, 18:26:16 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: MARTIMUS Operating System: Windows XP Home Edit
I love this game because the AI actually plays a fair game. I hate playing single player strategy games against "cheating" AI's. I can do it a few times, but the replay values go down because of it. I am more of a "make the AI better at reacting to exploits" than to "nerf the abilities". Maybe this is because I work in a field where I need to design things to defeat something that I cannot control. The threat could always change, so our "systems"