Yellow Sign

Yellow Sign

Joined Member # 660087
3 Posts 95 Replies 199 Reputation

Your abilities depend also on your race and you political party Yep, the political party thingie is obvious... but the rest still confuses me, no clear indication what is race-dependend (as in hard-coded) and what changeable etc. Same for resetting - some stuff stays (Miniaturization)... building my

8 Replies 7,854 Views

Okay, I'm still a bit confused (even after reading the manual and watching the tutorials) about this particular point, so any clarification from Stardock would be great! What I don't really understand is how the race abilities vs. costum abilities system works: - When I select a race during game setup, it has some pre-assigned abilities and some leftover points to assign

8 Replies 7,854 Views

Game is running smooth, great release Stardock. But, I've got a bit of a problem understandig the race ability thing. For example, when I pick the humans, I got several bonus points and 4 points left to spend on abilities. But when I spend them, some of my other boni (Diplomacy) vanish. Is this intended? Does that mean, when we customize

6 Replies 11,153 Views

It is allowed (that's one reason why Stardock rules). Had GalCivI installed on several computers (my machine at home, my laptop and my computer at the office *cough*), all using StardockCentral, worked flawlessly. Same for GalCiv2 - allready had the beta on two different machines.

4 Replies 7,088 Views

Race: Human, but with my own choice of boni (focussing on economic and research) Galaxy size: large Opponents: all of them Habitable planets: common Clusters: tight Difficulty: painful this I've known for weeks... but I know I will spend at least 30 minutes trying to decide what colour my ships should have.

24 Replies 35,194 Views

Hm, experienced ships allready get more hitpoints and thus are stronger and harder to destroy - allowing them to do more damage on top of that would give experienced ships to much of an advantage in my opinion.

8 Replies 13,150 Views

Hm, a lot of great scientists have been religious persons, Einstein for example. In my opinion, it is possible be religious and scientific without loosing your integrity: This is, I think, the case when your religious believes don't get into the way of your scientific thinking. I see no problem with saying: 'I use science to draw conclusions about how our physical world works, but I also believe that there are thinks beyond what science can pro

33 Replies 11,162 Views

In GC1, I usually went for heavy trading and tech trading with minors and those races which shared my alignment, thus laying the foundation for a alliance later on to crash the other races. However, this worked mainly because the AI in GC1 was quite exploitable when it came to trading... so I'm curios how it will be in GC2.

5 Replies 6,541 Views

1) Yes. You can rename more or less EVERYTHING - ships, planets, races... 2) Nope, the tech tree is the same for all races. 3) You can customize nearly every aspect of the game; some basic stuff you can change via menus during the setup of the game, more advanced changes can be done via editing .xml-files - techtree, race-setup, random events etc. - it's all .xml and thus easy to mod. However, when changing stuff beyond what

2 Replies 3,037 Views

But...hey, in germany it will be 9.00 am when the game is released Think you got the conversion wrong - if they release it 1500 / 3PM EST, it's 2100 / 9PM here in Germany. So yeah, we have to wait until the evening. (Which doesn't bother me because I have to work until then anyway, but ohhhh... take wednesday of? So tempting.... <img src="smile

22 Replies 18,386 Views

I have a few ideas, something like a Jules Verne vision of space would be something special, but I'm waiting to see how well I could achieve them, and of course I want to enjoy the real game first! Wow. Now this is an awesome idea! (Though I can't stop thinking about a Babylon5 mod...)</fon

45 Replies 30,344 Views

Well, it would for sure be nice, but I prefer it when the devs work on new features/bugfixes/balancing instead just eyecandy which has no effect on gameplay. But: The game is so modable and there are so many creative folks around here - I bet sooner or later some fan-made additional ship types will pop up. (I hope so!)

1 Replies 2,419 Views

Hm, I don't quite understand - why would this make the battles 'more interactive'? It would make them more random, sure... but I don't think that is a good thing. Luck/randomf is allready a part of the battle as it is - your idea would only make this factor bigger, without giving the player any new ways to control the outcome. More randomness=lass strategy. Or did I misunderstand you?

9 Replies 15,517 Views

I had the same thing as monoxism and YumCimil - after auto-updating StardockCentral to 2.29a, GalCiv2 wasn't there no matter what I tried, but after I uninstalled SDC an installed it from scratch - bingo, everything is fine and I can download.

33 Replies 41,165 Views

Exactly - I guess the bonus values have been subject to a lot of balancing, so we have to wait until release to see the exact values. Fro beta, I remember (on top of the stuff Suralle listed): SPEED 5 points: +1 8 points: +2 Because I take it in most of my games. (Did this in galciv1, too). Expensive, but the 5 points are well spend in my opinion - very powerful in the initial rush for planets and resources.</f

10 Replies 15,564 Views

I can understand your concerns, but the solution you describe is more complicated than necessary, and I think there is no reason to worry. You see, on lower difficult settings the AI isn't using all algorithms. That means, without cheating, the AI is weaker than on higher difficulties because it will take far less factors in consideration when making it's decision than on higher levels. Though the way to get there is different from what you descri

8 Replies 7,339 Views