Thanks. Much to my sadness, this is not a bug but an actual part of the game. Go ahead and delete the post. Sorry for putting it here.
eravenheart
Well, I may be a minority here. Or not. Frankly, I don't care. This is the stupidest, most ludicrous thing I've ever heard of. Where is the logic where people suddenly produce less taxes just because you have money? There is none. Putting an artificial cap on the treasury is a control effect only, put in by developers to "stabilize" the ability for players with high incomes to rush build their ships. It's ludicrous. It's aggravating. And it is completely without merit. No civilization
Okay, I've run into what I consider a real nasty issue. While I'm playing the game, when my current bank of BC reaches between 19,500 and 20,250, my economy begins to fluctuate every turn. And not a little either. Looking at the economy graph, the spikes are noticeable even on the little display on the main screen. The best example: during a 'boosted economy' even, I was making almost 13000 bc per turn in taxes. I was spending around 10000 bc so my net was three thousand. When my bc total
It's all in the read me for the 1.2 patch. Precursor Library is mentioned there. I know it's a LONG list, but it is a GOOD list to read.
Okay, I have a question. I am currently testing out changing up the events.xml file. First, I'm just changing up values for currently written events. However, I'm running into a serious problem. The game event screen shows up on one event as "+-6% Morale Bonus" and when I check the colony, the actual value of the morale bonus is -1. I've done this six times with the same result each time. I'm using the Pirate/Criminal event. Can anyone comment on why this is happening? I'm using the exac
Since I'm just starting to figure out how to do this, I'm not sure how well it will work but I'm going to create a new mod that allows some of the biggest directors in Hollywood to go head to head. I'm going to try to re-write the tech tree to show cinematic technology and try and rename the improvements. I'm not exactly sure how well I can do it since I still have no flipping clue as to what I'm doing yet, but it should be fun to at least try, right? I've just completed the first of the "new
Ahhh. I see. I also was reading over a modding guide. You actually understand all that????? I'm as confused as a baby in a topless bar. Hence why I get miffed when that dreaded word mod shows up. The only thing I've managed to do so far is change the starting planets. (I gave myself all 26's to see if it would work. It did, will wonders never cease. Now I've got to change it back.) I also looked at scenario modding and just simply walked into the corner of my room and wept uncontrollab
One can only hope, random50. One can only hope. They are good with communicating with their clientele so I doubt this issue will just die. I just find it daunting, especially for them, to field soooooo many threads. Oh, and I don't think it would be a "simple" change. Difficulty is based on the programming of the AI. That CANNOT be an easy task. I've read the Journals and News concerning AI. It sounds like two tonnes of hell packed into a one tonne bucket. I just want them to
And this is why galciv 2 will not be remembered as a legendary game. Perhaps, perhaps not. I have issues with GC2. Of course, I have issues with every game I play. However, I'm not a developer. I haven't the skills to create a game although I can think of many different ways to make it better, like most other people. The fact is, the devs
Well, I mean absolutely no offense here to No or to the developers, but I didn't buy the damn game to take it home and spend hours re-writing the whole thing. This is the SAME problem, only magnified, as GC1 that caused me to eventually lose interest in the whole game. I knew how to mod GC1 and did it sometimes, creating new and wonderful techs and all that. Sure, GC2 is easier and more encompassing to mod but damn it! I shouldn't have to re-write the game just to have a decent but not overw
I wonder how many people noticed it's a poll for galciv 3 not galciv2. I for one noticed. No comment.
In the interface window of the options there are slider bars on the left side of the screen. Turning those down will help immensely. Also, beneath the slider bars is an option to turn off nebula and background stars. De-selecting this will help as well. On the mini-map, just de-select the option for ships just before you end your current turn. It will allow the turn to process without having to show each individual movement on the screen, thus bogging down. When your turn starts
What did you do, select Republican as your political party? Muahahahahahahahaha Okay, I've never seen that happen in any of my games but if I had, GWB would be first to cross my mind. Good one there.
Orbital Defense Fleet and Planetary Defense. Trading influence points is temporary, just until the election. A simple ship in orbit will stop any transports and building up soldiering will aid in defense of planets. Also, if you have no ships in orbit, then the computer can't attack your planet with anything but transports (their warships have nothing to shoot at). Just put a ship with zero maintenance in orbit to block incoming transports and use a roving pack of special
It may be old and out of date, but look at IG2:Alliances. It has tactical combat that works pretty well. It's not overly sophisticated (kind of like the game itself, especially the AI, which sucked badly). The game can support tactical combat with an option but I'm glad the devs are going to wait for the third installment of the game to incorporate it. It seems like a hell of a lot of grief to reprogram the game to accept tactical combat with unique ship designs, variable weapons, shields, a
I can't honestly say that I know many people who can handle cripping, so your "surely you can't be alone" may not be the case. Well, I'm going to put my two cents in here because this is something that bothers the hell out of me. Now, I'll admit right now that I'm not that good a player. The whole idea of a "colony rush" just irks me to no en
Okay, to actually answer your question, I found the best way to speed up the game for me was to actually turn off the "Ships" for the mini-map. The game doesn't have to display it, thus a little faster speed. I also turn off battle sequences, Enemy battle sequences, and the background nebula and stars. When I was playing with all this enabled, the game would bog down on any map larger than small once the galaxy was completely colonized. On a gigantic map, it took my computer almost 5 minutes
They have the largest female population of any game genre Actually, I think most of those are my friend Sarah. She is online 14 of 24 hours everyday playing her mmorpg. And I thought guys were bad. I'm not sure who to feel sorrier for: her computer or her husband.
If you want to make it a game again, just give every AI all the techs you own. Give them 20 turns to assimilate the new technology and then see how "easy" the game is. May not seem like much but I tried it and turned a sure conquest victory into a stunningly fast defeat. It was actually kind of cool.
Whoa! An edumacated man???? He he. Nice prophet.
Well, I've been giving this a little more thought and I'd like to see what you all think. The political boundary would begin at the core system. In this case, we'll go with Sol. Now, with the Terran capital located on earth, that is the political figurehead of the Terran Empire. The political boundary would start there and encompass every planet in the system (although right now, only Mars is of any use). That boundary would also extend outward a set number of parsecs from the STAR, not Ear
I just have a small list of things I'd like to post. 1. Everyone harps on the AI. I know that the masters of the game seem to have a real gripe about it, but then again, they aren't like the not-so-good or just starting out players. But there are a few things here. One, the AI should probably colonize worlds of higher PQ near his starting point than travelling two parsecs to settle the PQ four planet in the player's starting system. AI also should band together to tack powerful c
No118 has a valid point, which is why political and influence should be two things, I believe. The influence trait is actually a good one as it stands and, unless the devs feel the need, doesn't have to be modified. I like the influence aspect of the game. Keeps me on my toes when I butt up against a bigger empire (yes, I'm constantly the underdog in my games. I hate low difficulties where the AI sits like a dumb lump, but am not yet good enough to tackle the game at challenging). But the o
I'm still on 1.1. I just reproduced all three ways of using this "exploit," tech trade for planet, PQ, and transports.
Yeah, I saw that. I've also used that tactic once or twice to even out the tech difference between me and better empire. Offer the planet in trade for tech, get it back by culture, rinse, repeat as desired. It felt a little to much like cheating for me to do it anymore. I think it might be a good exploit to fix. Good call again, Kanaric (see AI building starbases...)