The buttons '1', '2', '3', '4' are four default camera views that you can use if you can't get an alternate form for "middle mouse". Most mouse drivers allow you to reassign buttons, so I don't think you have that many problems. Then again, that might just be because I have one of those 7 button logitech optical mouse with scroll wheel and click button, so... I really need the option to change what they do. <img src="http://images.stardock.com/gc2/T
Kalin
Well I guess military power should be splitted in 2 difference things: - military offense power: your military rating not taking in account starbase effects - military defense power: your military rating taking in account starbase effects The basic idea is when you attack someone, you can't count on your existing mil
I think this problem is related to the new social -> military game mechanics. That is, when you're not building anything in social, the game with think you don't have any social spending (since it is being diverted to military). So when you add the building, the number listed isn't correct (they need to update their numbers). However, if you just add another building, or exit the planet and reenter, or switch planet and switch back, the number should b
Someone said that the current modding support in this game is almost unrivalled. I beg to differ - strongly. Look at all games from ID, Epic, Croteam and Valve that have come out in the last ten years. Each of those games is vastly more modable than adjusting a few numbers here and there. Other examples of games far more modable
If you both mean the no-tech trading option, then I agree that taking out tech trading completely is not a great idea, that was why a reworking of the trading system itself was needed (and why I supported the changes to trading in the first place). With the new system in 1.1, you could still trade techs and even whore it out if you want, but it isn't so powerful in favor of the player that it has to be taken out completely just to be fair for the AI. E
Hmmm, I'm not sure that there is a randomness that is involved in the current model, since from what I can gather, it seems like Brad is putting in these values through testing (the randomization is really only because of diplomacy abilities). If what you mean is that the AIs should value certain technologies differently, then I agree with your point, what I meant in that particular section, and I admit it wasn't worded very well, was that perhaps it s
I've consistantly beaten the AI on Crippling in 1.0x without a lot of effort before switching to the beta. In 1.1 I've been playing on painful, and I think it is somewhat more dificult than the crippling in 1.0x, but have not actually lost a game either, so... the jury is still out. I definitely don't think that the "intelligent" AI is hard enough to beat 95% of the player in its current form though. Maybe 80%... I should also mention that I
In all honesty, the custom races usually own in my games, oh wait... you meant the AI. Honestly, before the beta it was pretty much fair game, a lot of it has to do with starting positions though. I've fought from Drath, to Dregins, to Altarians in endgame scenarios. Now though, the Torians and the Thalans are usually very strong, between them and myself, the others just haven't been fairing
To remove them, just comment out their race entry in "Data\English\RaceConfig.xml". Although I personally think if you hate them that much it would be extra incentive for you to leave them in and invade their homeworld... it's a nice planet.
Waitasecond... people can beat the game on inteligent? lol, unfortunately yes, the AI is very beatable. Leaving out all the the 'cheap' methods, it is due one part to trading, and the other to starbase deployment. If you master these two facets of the game, you will dominate the incredible AI even with its 200% economy. That's why so much work
The only comment to the above is erm... now would you like to write the other 9 AI as well? Seriously though, it's nice that you're giving all this strategy, but the AI is design NOT to be scripted. To do the things that you ask, build orders, constructor and fleet strategy, it basically means it HAS to be scripted. So while you think that particular AI will do GREAT, a player will laugh and blow the 3 constructors up with a hit and run ass
Sorry, this is totally wrong! Diminishing returns, yes, but not "bad". Morale is not hard to keep up because the negative modifier due to population is capped at -80% which occurs at about 24-25 billion - every population increase after that point is just extra tax payers / troops / influence with no morale implications. S
Some of the values are good, others seems a bit off... Population Growth: 10% Pop growth does not equate to a straight 10% boost economically. First, you have to keep in mind that tax is the square root of the population as well, so a 20% more population does not necessitate a 20% increase in income. Then, you need to realize that pop growth is a compounding interest equation. That is to say, after 50 or so turns, a 30% pop growth would give a player roughly twice the populati
About the 'fair' tech trading, I've written up on why it is needed extensively. I don't want to go off topic so I'll just post a link to that last one... Link
dissagree with 1 basic farm per planet, the only exception is 20+ planets, i had a population of 29,000 and was making 500+ bc per turn on that planet alone with tax rate near 40% Tax on population is a very deep diminishing return curve, so higher farm is actually bad in terms of economic ability. 2
Don't forget to set aside larger worlds deep inside your territory that (aside from the initial factories, 1 farm, and 1 or 2 morale buildings) you fill completely to the brim with economic buildings (stock exchanges). These worlds will feed the rest of your empire with money. As for trade, I don't rely on it very much as well, but if you have a stable military force, trade with a minor race, and try to protect it if they are getting slaughtered by somewhat. This is the only sure way
That's why our graphics usually suck in our games because I tend to only care about the computer AI. All I can say is... I'm glad it's only usually, I'm very satisfied with this one, and hoping for
"Modding" is such a subjective term. Realistically, you could do anything you like given enough time. Anotherwords, If you invest enough time looking through the game exe, you could patch it to do certain things like decouping research and industry sliders, however, that is something that not everyone can accomplish. Add to the problem is that Stardock likes to update their game a lot, and you can see why no one will even try this at least for a year.<
I'm sorry that I sounded angry in my first post. I just was upset that a part of the game that was enjoyable before the patch, is now frustrating to the point where I avoid doing it unless I absolutely have to. As for the second post... I just wish I could talk to that person face to face to discuss this. I hate this imper
lol, you don't have to give me anything and I'll still answer questions on the forums for you. I do that anyways... But no matter how many I answer, it will never be enough. The problem that I see is how the forums are structured. The blog style interface works fairly well with the smaller community of hardcore followers, who are patient and knows how to work it, but when the user count goes over the roof, server load aside, the sheer amount
There are, indeed, tons of posts on this topic alone, but without making you go and read for several hours, here's a short breakdown from my perspective as someone who have wasted way too much time playing the game: 1) Stellar Cartography. One of the most important technologies, and the reason why the Terrans are never HUGE after the colonization stage. This is because the terrans just don't have it, and either 1) have to research it, trade
First of all, I'm yet again amazed about the amount of work you guys have gotten done in a week. Me? I've been playing too much of this addictive game to do much, maybe you've heard of it... GalCiv2, oh wait... right. Anyways, keep up the good work, and I look forward to more stuff (god I'm greedy now, look at what you've done!). Now, as to some concerns that are being raised: <TABLE cellpadding=8 width="95%" align=center bg
A lot of good points in the posts upto now. I especially like to emphasize that while I don't care about give the AI a handicap when it needs it (like giving it the economic bonuses at higher difficulties), but it would really suck if the AI can call in reinforcements from another galaxy and have fleets coming out of nowhere. That said, perhaps the most innovative part of the GalCiv2 AI is that it is scaled downwards, from intelligent to jus
Evil are those who are completely on the dark side. Neutral is just another term for those who cannot completely resist the power of the dark side. Rofl, so true... I always start out saintly and end up demonic. Fun stuff.
You can't. I believe this was planned for terror stars, but that idea was scrapped. So no blowing up planets in the current game.