Yellow Sign

Yellow Sign

Joined Member # 660087
3 Posts 95 Replies 199 Reputation

If we let them die, then we were heartless and bloodthirsty. If we force feed them through nasogastric tubes, we are heartless and like to dole out pain. Yup, that's exactly the tactic. The german governement was confronted with the same dilemma in the 1970s when imprissioned RAF terrorists wen

20 Replies 8,893 Views

i used to play the original donkeys years ago when it came out and you could actually fight on the planet (why did they take that out?) and you could slightly contorl your ships in Battle (rather then just watch?why was that taken out to?) Hu? What are you talking about?

21 Replies 15,240 Views

t is simple to prove the FOW doesn't effect the AI since if you play a normal game where the AI has planets to colonize with FOW cheat everything happens as you expect... AND FrogBoy/Brad says when the FOW is lifted it doesn't effect the AI... Okay, I missed that - my fault. I apologize. <br

147 Replies 99,560 Views

I'm disappointed that Brad hasn't found this to also be true... Well, I can understand Brad's reaction (or lack thereof) perfectly well. You see, with GalCiv1, the same thing was going on over and over again - people accusing the GalCiv-AI of cheating and providing 'evidence'. Now, i

147 Replies 99,560 Views

Hm, nice work, SmackleFunky, BUT: Your conclusion is only valid under the assumption that the cheat removes the FoW for the human player only. Since we don't know how the Ctrl-U-cheat is implemented, we can't be sure. It Ctrl-U removes the FoW for all players, human and AI alike, then your test proves nothing.

147 Replies 99,560 Views

Cikomyr: Had it the other way round a couple of days ago - the Drengin surrendered to the Torians. I was definitly amused by this. ZTrooper: Can't confirm this - I allready had AIs surrender to me.

16 Replies 8,705 Views

I like it the way it is now. More smaller iterations means more room for decisions. I mean, if there's only LaserI, LaserII, PlasmaI, PlasmaII etc. and each on would take 10-20 rounds to research... well, then it would be pretty much a no-brainer when to upgrade. But as it is now... more room for decisions: Upgrade now to LaserIV? Or can I afford to wait another 5 rounds for LaserV? Less steps in the tree would take away some room for st

23 Replies 19,549 Views

Yep, noticed the same. If I understood him right, Brad mentioned in chat yesterday that the AI will focus more on fast ships with the next update, which would be a good thing. (I'm not entirely sure though since I was crushing the Torians on my other monitor and didn't pay to much attention to the chat. )

8 Replies 6,555 Views

One tactic I often used in GalCiv1 and am now testing how well it works in GalCiv2: Don't Conquer them, but make them 'protectorates'. When their planets lie completly in your space and all your traderoutes lead to them, your traderoutes are quite save. Traderoutes to majour races often get disrupted every now and then when wars break loose with serious impact on your economy, but having like 3-5 short traderoutes to 1 minor race planet (all from

37 Replies 24,701 Views

Some comments from my experience (whic, like yours, is just based on few games and thus doesn't prove much but is more or less 'first impression'.) "1) Poor job of adapting to my weaponry" Had a different experience. Just was fighting the Torians (was playing Arceans) and was totally taken by surprise by their quick and effective adaption. Managed to beat them still, but it was quite close and costed me a lot more ships then exspected.

8 Replies 10,440 Views

Yep, I was able to take over two Yor planets during my last game... it took long, I din't count the turns but quite long... which didn't come as a surprise to me since the Yor have an insane Loyality bonus, stubborn robots that they are. Haven't made any further experiments with cultural takeover, so can't they more than that.

12 Replies 15,321 Views

Maybe it's the GPU overheating problem that seems to be the cause of many crashes: https://forums.galciv2.com/?ForumID=164&AID=103280 In this case, there is a patch coming tomorrow - hope it fixes the problem for you. If not, I'd recommend SmartException from Stardock - this program will create an extensive log file in case of the crash. Sen

18 Replies 23,913 Views

I (as many others) didn't encounter this problem, but with all the different PC configurations out there you can always have bad luck and run into some weird problem which makes a game that runs fine on some machines crash often on others. If you want it fixed, the best thing you can do is provide Stardock with detailed information (system specs, crash logs etc.) so they can look into what is causing the crashs on your machine and fix the p

3 Replies 7,865 Views

Uhm, Dude, going to the forum of game A and saying 'You should make something like game B' probably isn't the most clever thing....

4 Replies 2,897 Views

Well, should have, but the game in question was played and submitted after the update (v1.0D-1) as you can see here: http://metaverse.galciv2.com/index.aspx?g=player&id=333 So I guess there's still some bug lurking somewhere...

346 Replies 756,699 Views

I usually build a tiny ship with some engines, 1p beam attack and the rest is sensors. Send it into enemy space to pick of unguarded constructors and transports. Fast enough to avoid contact with enemy fighters - the computer seldom seems to build fast ships. You can cause a lot of damage with this 1 p beam attack. Yeah, the AI has definitly gotten better si

18 Replies 19,246 Views

My second game was flagged with 'Cheat codes detected' though I didn't use any - savegames have been mailed. Also, as somebody else allready reported, the difficulty is displayed incorrectly - played on 'tough', game shows up as 'painful'.

346 Replies 756,699 Views