One-Eye

One-Eye

Joined Member # 656074
20 Posts 54 Replies 899 Reputation

This idea may complicate things for custom races, but . . . What if "branches" of the tech trees were available for personality choices or ability enhancements? Then, someone designing a custom race would end up with a custom tech tree rather than a "forced" tree from a competitor race. A warrior race would have more weapon techs; A diplomat race would have more influence techs. A player choosing economic and social enhancements would gain branches that follow that line; a player cho

83 Replies 122,428 Views

I too have commented on this graphics issue, as well as others. As I have played the game I have observed that it is related mostly to the guns, either going off target or exploding too soon. I have noticed that when I reduce the number of ships in fleet combat that the directional error is not as grave, so it may be a memory issue -- how much memory does the combat viewer need to plot correct trajectories given ship movements while bullets are on route? With hugh fleets and weapons, even mis

9 Replies 3,750 Views

These are not game problems but certainly would make it more enjoyable for me. If anyone has suggestions, comments, are answers, THANKS ahead of time for your input. First: Is there any official work being done to correct the direction of gun fire in the combat view screen? I still laugh at it because it does not matter to the outcome of the battle, but it would be nice for all weapons to go toward and hit their targets. Second: It appears that resource mining bases are sti

0 Replies 1,978 Views

This question may not fit this thread, but it is about weapons: Is there anything that can be done about misdirected weapon's fire during fleet battles? I'm only playing Dark Avatar now, but it seems to have been around from the beginning with Dread Lords. [I am wondering if it is getting worse with the Beta versions.] I am not really sure anymore which weapon types or specific weapons go astray and which ones are on target. Some which seem to go in the correct direction explode bef

9 Replies 3,071 Views

Stefan, I have sent the edited GC2types file. Again, only the cost, mod, and absorption values are edited to match the DA beta file. The mis-direction shots have been in the game, even without your mod. I have mentioned it, and seen it mentioned in other threads. Do not know when or if this will be fixed. I can't really pin-point the bug. Thanks for your hard work!

130 Replies 63,977 Views

I have downloaded and installed version 1.4. A great deal of work has gone into this mod, and I am really grateful. I did notice, however, that the Dark Avatar GC2Types.xml file contains the "old" defense values. With the new DA beta, there are various changes to the and values of different defense items. I am still comparing the DA "types" file with the download file, and will edit it myself to match the Beta values. My presumption is that as w

130 Replies 63,977 Views

Galactopedia 1.6.1 will work with Dark Avatar. When you have it up, select the Source tab (between File and View). This will allow you to choose either: Original Game or Dark Avatar Expansion. Hope this answers your question!

3 Replies 2,135 Views

I have not updated to 1.5x because of the comments I've read about changes to defense and tech trading. So maybe making the "fix" to defense on/off type as others have suggested would be adequate there. Some "slider" for difficulty in tech trading, or let it slide with the intelligence levels of the AI, so players who want it difficult can have their way, and those who like it easy can have their way, too. I liked the way minor races operated in GalCiv 1. So maybe a series of toggles

437 Replies 242,900 Views

Don't know if this has been noted -- can't find a post where it is mentioned. When a resource mine reaches its high level, one of the four bottom arm points is not displayed. Some graphic file must be corrupted. It seems to be a consistent flaw for all races.

0 Replies 1,463 Views

Don't know if this has been noted before -- can't find a thread and/or post about it. When I upgrade from the Fusion Power Plant to the Anti-Matter Power Plant, the Power Plant disappears upon completion, and the tile becomes free to be used for something else. All the same, I still get the bonus to production the power plant is supposed to provide. I have not researched the Quantum Power Plants tech yet, so I don't know if the Anti-Matter plants reappear for the final upgrade.

3 Replies 3,045 Views

Me, again. I just went back to try to recreate the crash event. Now, the game works fine! Go figure. It must have simply been a computer memory issue or something. Of course, starting the game over meant the overwriting of the debug file, so I no longer have the crash file! Oh, well . . .

4 Replies 13,680 Views

I, like most fans of GalCiv, am looking forward to the expansion. I wonder about the Epic Generator, however. There seems to be a lot of text to recount the destruction of a single defender. If I take out seven planets with massive defenses in one turn, that takes six minutes to execute, it could compose twenty pages of text that would take as many minutes to read -- pardon the exaggeration if there is any. I may avoid the Epic Generator just so I will have more time to play the game rather

32 Replies 52,939 Views

I may be a lone voice in this request, but I would really like an internal recorder for game scores other than the metaverse. If I mod the game, I can't submit the game to the metaverse, so I must hand record the victory conditions and score. How difficult would it be to add an internal recorder such as other games have? It is not a priority, I understand; it is just a matter of convenience and ease for keeping track of ALL games played, not just metaverse acceptable. Thanks for all Stardock

93 Replies 64,797 Views

When I updated my drivers for the game, I was told to delete the old driver first, then install the new. I was a bit frightened about this action, but saved the old driver files to a temp directory, deleted them, then did a fresh install of the new drivers. It worked for me, but I can't guarantee my advice. It came from the software driver company. Check THEIR instructions on installing / over-writing their drivers!

3 Replies 1,864 Views

I seem to remember when GalCiv II was still in the discussion stage a year back or so that the possibility of an internal score table was being considered. With all the modding available that does not allow submission to the Metaverse, there is no way to keep track of personal scores which cannot be recorded there. Also, with the Metaverse adjustments to posted scores, players still have to do their own calculations to get cumulative scores, etc. For myself, I enjoy the game and onl

1 Replies 5,289 Views

This may have been commented on before but I cannot find a thread. It seems that even though I have "assimilated" some civilizations -- Drengin, Terran, Iconian -- their final influence points continue to be listed on the United Planets screen. True, they do not vote, but why is their influence still listed? Also, even with the Drengin gone, their image comes up when I go to the United Planets screen if no other civilization is chosen. Curious if anyone cares to comment.

6 Replies 19,724 Views

Here I am responding to my own post! I only now noticed the proverbial snake that could have bit me! I clearly overlooked the save / load / clear buttons on the custom race screen! Oh well . . . Sorry to make things difficult when the game writers have made things easier!!!

1 Replies 3,504 Views

Can't find this question answered elsewhere; don't know if it's a bug; looking for a fix! After starting my first 1.2 game and re-configuring my custom race (Nanuck Clan), I tried to start a second game, but the race configuration was not maintained, that is, abilities, techs, and political party choices did not carry over. I noticed that the older versions saved the raceconfig file with the name "CurrentCustomRace10.raceconfig" as opposed to the 1.2 saved file -- "Nanuck Clan.raceconfig"

1 Replies 3,504 Views

One thing I've noticed about fleet battles, and maybe this is because I am still back at 1.0x, but it seems that the ships float around aimlessly rather than appear to engage each other in true combat. They seem to bounce up and down once the battle is finished also. Just my impression. Am I the only one who feels this way?

17 Replies 15,377 Views

The "save" issue for 1.1 is being reported in a few different threads. I, too, prefer playing on the gigantic map with as many races as possible. My first attempted game I saved after a few turns -- every menu choice seems to be taking longer than normal. It saved O.K. as far as I could tell. However, when trying to load the saved game -- gigantic map -- the game locked up. It remained non-responsive, even using Windows to try to shut it down. I followed the advice here, and from

20 Replies 11,414 Views

Another thread about Minor races gives me a chance once more to offer some possibly helpful suggestions. I too would like Minors to be tweaked. I liked the way they worked in GalCiv 1 -- could colonize as long as a habitable planet was one sector over -- that gave them some expansion, improved economy, etc., so they were a bit more effective at times. Also, they seemd to do really good with tech research, so there was trade potential there. As far as I could tell with GalCiv 1, they could no

11 Replies 7,833 Views

I, for one, am still playing GalCiv 1 as well as trying to learn GalCiv 2. The games are similar, but different enough. I really enjoy much about the first game and will continue the sandbox version side by side with the new game. That's why I hope Stardock is going to keep their promise to get back to tweaking GalCiv 1 / Altarian Prophecy.

6 Replies 7,414 Views

Another point, which I have been told cannot work because of game balance, but I would like to have ships available when offering/seeking peace with other races in times of war. If we can trade in times of peace because ships have value, why not have them as value in times of war for the sake of peace? Same thing with having constructors on the trade list even in times of peace. The AI might be extremely hesitant to make such trades, but they should be available. Also, wh

894 Replies 381,418 Views

Because I find minor races a great part of the game, it would be nice if I could adjust their capabilities the same way we can adjust the level of the other majors. I don't want them as "smart" or as "gifted" as the majors, but they shouldn't be pure cannon fodder, either. They make great foils, but I'd like them to have a bit more strength and adaptability at times.

894 Replies 381,418 Views