Wow, I don't think I've had an invasion fail. Must be the large numbers of troop modules on all my transports. That said, I think it's pure cheese to erase any planetary damage if the attack fails. I would be happy to see this loop hole closed. The suggestion that the amount of bombardment damage is proportional to percent of troops on board makes a lot of sense. If you're willing to lose 1 billi
dlapine
I like that last example. dystopic does have a good point about the difficulties of actually landing the troopships. You do have go through the atmosphere at survivable speeds and have enough energy to drop do a 1G descent straight down or suffer the "land halfway around the planet" version of aerobraking. That being said, it is really easy to clear the landing site. Just drop a f
really? because with our current level of technology, it's pretty easy to fire a missile or gun into the air to take down enemey air craft, but it's not so easy to keep a massive ship capable of carrying billions of people afloat, let alone afloat and coordinating an invasion amidst heavy combat. of course, if we were in combat with an alien force that could actually do that, our missiles probably wouldn't be all that effective; but if our technological levels were com
The developers made a good point in the chat session for the DA that population numbers are skewed. The population numbers represent the small number of tax-paying "citizens", not everyone on the planet. The developer suggested a comparison to Robert Heinlein's "Starship Troopers" was appropriate, at least for the population numbers. What's interesting about that idea is that the numbers of soldiers that you see for the invasion actually would represent real, honest-to-goodness, profess
How about simply having the trade route be the same route as the original trading vessel took to reach the planet? You can force a ship to use a more indirect route by manually setting some intermediate destinations that don't go to a planet and letting the ship go there first. The micromanagement aspect to do this is probably enough to ensure that it's not abused. Alternately, just give the player the ability to set 3 way points on a route already in existence and ignore the possibilit
Yep, if you need linux beta testers for any versions of Galciv, let me know. I would like to play this in linux. Tired of windows. There's no way I'm running Vista.
Any updates on that info? I think we can safely consider GalCiv II to be released.
playing 1.3b1. Just finished off 2 others civs, started in on Torians. Allied with Darth. Playing as Neutral. Torians have the center of a large galaxy, and I have most of the edges and corners. Torians and I are fairly close tech wise, expect that they haven't researched defense much. Looking at 3-5 ship fleets on both sides, with same number of ships per fleet usually- We both had 75 msl attack, but where I had fleets with 50 def, their fleet had about 5. Went threw them lik
You can also have issues if you have a negative bank balance. If you are too far in the hole, I think the games forces your next turns to be spent in producing cash, rather than new production.
Well, just remember that even scout ships have FTL in this game. That implies fairly large ships, even at the tiny level. Who knows how long it takes to build an FTL drive? It might be powered by "The Outrage of Honest Politicians", which could take a long time to collect... "A foolish consistency is the hobgoblin of little minds" - Ralph Waldo Emerson
I'm 42 this year, so I'm bit outside the "normal" range. I really like GC2- definitely put it up there with Moo2. The ability to mod the xml really gives it staying power, and having modern graphics keeps it easy on the eyes. 0) Polish off the remaining bugs (not the minor stuff, just User interface and other coding stuff). Make sure that the game is solid before release (the beta can still have bugs, that's ok) 1) It would be very nice to be able to play GCII and GC-DA side by
Actually, one gun ftrs can cause serious havoc by "raiding". Give it enough lifesupport and engines and the small ftrs can go "behind" the lines and start picking up undefended starbases, constructors and troop transports. 2 or 3 can gang up on his small ftrs as well. If your main fleets are attacking his planets, the AI has a hard time sending resources to go hunt down these. If you kill his starbases, you can cut off his economic support. Once you've conquered some planets, throwing one of the
Saw the same issue with the planets list- running the 1.3 beta, started a new large game. Didn't seem to happen right away, but only as I had more planets in the list. I get this on very frequent basis as I bring up the planets list. Clicking on foreign and then mine brings the tech list back with all of my planets. I bring this up again (was reported several times in this thread already) only as CariElf said that they had fixed some bugs, but hadn't mentioned anything for this one. <
Important points: 0) research 2 sensor levels quick, and build lng rng, high speed survey ships. Grab up the anomolies, find the resources, and then use these AWAC's as a line of sensors to see what the other races are doing 1) research through the tech tree for all econmic- do it fast, and try to avoid building every economic improvement before stock exchanges- you can updgrade from an advanced market just as easily. Stock markets are great because they are cheap (150
If 1.3 gives the ability to ruin a colony, I'll take that. Thanks for adding it.
Ok, simple question. What's the average time it takes to finish a game, in game terms? (i.e. game years). I realize that this would vary with universe size, racs, and difficulty. I've finished about 6 games since I bought the game last month. Have worked my way up to medium galaxy in size, and just over average for difficulty. Seems like I've been able to win a victory in about 3 game years for all the games so far. No tech victories, 1 influence, the rest diplomatic. Played only as
Yes, Scorched earth is normally a defensive policy. For 4x games, however, where you are limited in range by the extent of your colonies (or starbases), destroying the fringe or border outposts prevents the enemy from penetrating into your sphere of influence. This is similar in effect to what a scorched earth policy tries to accomplish- i.e. keep the enemy from benefitting from the use resources in an area. If you have better terminology, tell us. As to Robinson's law, I was be
Glad to hear you're working on next beta. What with release of the new website and forums, I'm sure it's been busy. Keep up the good work
Scorched earth policy has long history. It's not that cheesy. Modifiying an invasion tactic is simply reduce the PQ to 0 is possible, but it still takes a transport capable ship to do that. Bombing the snot out of a target is just as useful as scheduling a D-day invasion, and usually more doable, if all I need to do is deny the enemy the ability to operate in a location. It does change the game flavor if the planet is vulnerable to ships other than transports. As it now, I could do a strategy
Linux support would be excellent. Write for for SDL: Simple DirectMedia Layer is a cross-platform multimedia library designed to provide low level access to audio, keyboard, mouse, joystick, 3D hardware via OpenGL, and 2D video framebuffer. It is used by MPEG playback software, emulators, and many popular games, including the award winning Linux port of "Civilization: Call To Power." SDL supports Linux, Windows, Windows CE, BeOS, MacOS, Mac OS X, FreeBSD, NetBSD, Open
Howdy. Just started with GalCiv II, had GalCiv I previously. Running the latest startdock gives. Noticed a couple of consistent minor issues. 1) If a planet has more than 1 row of ships in orbit, mouseover on the second row doesn't popup the ship info window. 2) Related to the first, selecting a ship on row does work, but the highlighting stays on any selected ship in the top row, as well as the recently selected ship on the bottom row. Once a ship on the second rowhas been highlighted
Interesting idea, but it seems as if you are inviting a military attack by the AI. Don't they base their assumptions on strength of your in service ships? If you have no ships, they may assume that you'll be easy to conquer.