Okay, solved my problem. Apparently when I upgraded from Xp to Vista Multiplicity decided to use the wireless connection rather than the wired connection on the secondary machine. Once I disabled the wireless connection and forced Multiplicity to connect via the wired connection all the problems with mouse/keyboard drops went away. Question: Does Multiplicity attempt to connect via wireless before a wired connection and is this something that can be controlled via the program
nitey
I've been running Vista Business edition with Mult to my XP Media Center laptop since Vista was released without problems. Yesterday I did an upgrade of my laptop to Vista Ultimate (not a clean install). At first everything seemed to work. My Vista Business desktop saw my laptop and could connect to it. However, the mouse seems to work on the laptop system for only a few seconds before it transfers back to the Desktop. The keyboard only works sporadically as well. This was with the olde
Brad, I understand your position, perhaps better than most. Back in the early 90's while you were writing your space game I was working on mine. At the time I was playing a play by mail game called Beyond the Stellar Empire and I felt that I could do it better. With the backing of a friend, I wrote a rulebook for the game that I called Star Realms (I still have the manual). However, the game never got beyond the initial programming stage. At the time I wasn't much of a programmer and li
I think there are many good ideas here, and wouldn't mind if many of them were impliemented. However, some of them would clearly be more difficult to impliment than others, thus I have yet another alternative suggestion. First, let me say that I'm happy with the current economic system. I believe it's pretty straight forward and easy for most beginners to understand. Any changes that should be considered need to take in to account that it can't be made too complex for the less skilled
I'll add my support to many of the ideas posted here. I've played 1 game on normal and one game on Challenging and won both games rather easily (although the AI was 'smarter' on Challenging). Things I noticed: 1. The AI did respond to my ship building by modding their ships. I noticed on my Challenging game at first the AI was using beam weapons without any defense and by the mid part of the war they had changed and were making ships with rail guns and shields. However, it
Suralle is correct, tiny hull ships are really pretty valuable for maximizing your fleets and they can make a pretty good fleet on there own. Many people don't understand that you don't need to add an engine or sensors to the base ship (it seems that each hull as a builtin travel rate of 1 pc/wk (or 2 squares) and a base sensor range of 2. Because of their hull size, they can be very quickly built on planets with limited manafacturing ability. Fleeted up you can get many of them toge
Does any one know if it is saved game friendly? Specially if it doesnt save our previous custom ships. Will all my fleets simply disappear? Anyone has an idea? It appears to be saved game friendly. I made a copy of the GalCiv2 directory before I updated and then updated the game with the patch. My save game loaded fine and all my current custo
Gameplay Change: Survey Ships It has always bothered me in GalCiv 1, and now in GalCiv 2, that Survey ships seem to play a very limited role in the game. Early in the game, it is easily your most valuable ship. However, depending on the galaxy size and how quickly anomolies disappear their significance dwindles to a point where the ship has lost it's purpose. I believe I have a solution that might provide more interesting gameplay. Have all anomolies have expl
-Rotateable hard points that hold the same direction. More accurately, the abillity to alter the horizon of a hard point, while maintaining it's direction. Make it intervals of 15-45 degrees. This can be done now in the Ship designer. Look at the extras column, there are items there that lets you alter the degreee of the hardpoint. These probab
Another suggestion which might be easy to tweak: In the ship designer, a button that temporarily turns off the hardpoint colors. When I'm designing a ship some of the items have so many hardpoint attachment points it makes it hard to visualize exactly what the final design looks like. Not sure if this bothers anyone else, but I think it would be a great addition.
I also want to add my vote to assign all techs a number based upon the number of flasks that it takes to reasearch them and display that number in both the reasearch window and the Diplomatic window. Perhaps that might solve some of the AI trade problems too. I often have the AI coming to me and offering unfair trades, lower technology for higher technology straight up. If the AI is doing this to the AI, then it's no wonder we having the AI's all have the same tech. In the AI's eye's
Comment: Core Design Ship problem I see quite a few players that would like to be able to modify the core ship designs, however, because of the way they are made (extra colony module on the Terrian ship - using technology that the player really doesn't get until later in the game, i.e. Survey Ships) the game isn't really set up to allow you to. I also find that as one poster mentioned if you go into a wormhole and have your survey ship warped to the other side of the galaxy, it really
Re: starports, in addition to a checkbox to continue to build the same ship, it would be nice to have a autolaunch checkbox. Re: Diplomatic screen, options to 'what would it take to make this deal work' and a credit autobalancing button would greatly be appreciated. Also, when dealing with other Civs that I would like to have as friends, it would be nice to always have another option to ask for a gift rather than it being asked as a tribute. Tech Trading: I'm fine with a no
After playing GCII now for a few days - I have a few 'GUI suggestions' that I would like to offer: Civilization Manager - Colonies - It would be nice to have a indication of undeveloped squares next to the Planet Class. This allows us to see at a glance whether we should review the planet for the next social project or not. - It would be helpful for a mouse over of the approval rating to show us what is effecting the planets morale like it does in the planet screen.<br
Have you seen the F1 and F2 mini windows? those at least offer some of the things you requested for planets/ships. Not as much information to be sure. Yes I have and I use them, however, they really don't give you enough information. When I first started playing I did most of my playing from the planet/ship bar, but as my empire got bigger usin
After playing GCII now for a few days - I have a few 'GUI suggestions' that I would like to offer: Civilization Manager - Colonies - It would be nice to have a indication of undeveloped squares next to the Planet Class. This allows us to see at a glance whether we should review the planet for the next social project or not. - It would be helpful for a mouse over of the approval rating to show us what is effecting the planets morale like it does in the planet scree
I think that Civ4 had a good answer to tech trading between various civilizations. Each tech was assigned a number representing the amount of time that it would take to research the tech from scratch (that number was even viewable during a diplomatic session so that the human player could refer to the number to determine if the trade was equal or not). That number was used as a value to determine if the trade was equal and the AI was instructed to pursue an equal trade unless need forced it to c
>> It's too bad GAlCiv didn't follow the "blueprint" method of tech trading that Paradox implemented in Hearts Of Iron 2. You don't trade techs, but you can trade blueprints, which cuts research time in half. Not having ever tried this method, on the surface I like this idea a lot. However, given that we are talking about future civilzations which I would expect to have very advanced computers, perhaps the blueprints are pretty much all you need. I remember in one Star Trek episode
>> pay privateers to attack enemy trade routes (automatic casus belli if discovered) high chance of success but also high chance to be uncovered, very high level of intelligence I like this idea. I know pirates are supposed to be in the game now, but I've yet to see them in the finished game yet (saw them in the beta). In some of my beta games I attempted to get the pirates to attack certain races ships but was never successful. Nothing was able to get them to aggressively attack o
>> I can think of some times when I really would have liked to appear stronger. I believe that the Spin-Control Improvement does it in game right now. While I talked of special ESPIONAGE EVENT above, there is no reason why there couldn't be a COUNTER ESPIONAGE EVENT as well. In this case it could be something like: Option 1: Capture and expose the spy Option 2: Feed the spy misinformation and Option 3: Turn the spy to your side, in effect making him a double spy. There'
Okay, didn't know about that. I've only just got to medium level of espionage and I don't believe I was able to do this at low level. I'll have to try it in my game. Thanks for the head's up!
Okay, I'll admit that I never played a game during the beta for longer than about a hour and since I've gotten the finished product, I've yet to finish 1 complete game (althought I'm very close on my latest). But I do have some idea's on how espionage can be made a much more fun part of the game. If you have any idea's you might want to tag them on here as well. 1. Once you start putting money into espionage against another star power, you should have a random chance per turn of get
I sent in the save file. I have had this happen a few times more in my new game. I seems to happen only when projects are rushed from the Planet/Ship bar on the main interface. It does not seem to happen after a new save, but does happen after the game has played for several turns. You can tell that the project will get stuck immediately after you rush it because if it does it correctly, the next project will cycle up. If it sticks, it goes to 0 weeks and stays there. You can clear it
When upgrading a prior ship design I had a problem with being unable to remove items from my design to make room for new items. When I clicked on the item in the ribbon and selected remove, the item would not be removed. I could go into the design and select the item (in this case an engine) and could remove it from the design, but the engine icon would stay in the ribbon. The end result was that I aborted the design modifications and created a new design from scratch. Only tried thi
I'm not sure it's reproducible, but my savegame definately shows that the project is not completing. As far as rush building, yes, I did rush build a couple of the projects but I'm sure that one was not rush built. Two of the three were upgrades to Research Academies while the 3rd was a factory. I'll send the file in tonight (around 7pm est) since it's on my home computer and I'm now at work.