Part of playing a game where the goal is to conquer is waging war creatively. Instead of declaring war, try to have an opponent declare war on you.
Misaniovent
I don't understand why people say that you should purchase ships to lower your treasury every turn. I simply let it continue to increase, albeit at a slower rate.
How about a capture module that gives you a percent chance to capture some ships instead of destroying them? It could be extremely large and extremely expensive, so that it would create a possibility that an enemy fleet could destroy the ship carrying it.
yeah, definitely want this game bad.
Yikes, I can't play the larger sizes. Large is as high as I go; medium is perfect.
Echoing what has been said, the limit is 12. I have no idea why, and it seems like a pretty unreasonable thing, considering all the ways to get "extra" routes.
This isn't really a bug, but the Psyonic Shredder is spelled differently than it's technology. This is a bug: the Psyonic Shredder has no weapon animation.
Your starbases become constructed of dead bodies frozen in space.
I see, thanks. I generally play smaller maps, so I don't have much of a use for this. How does auto-attack work? It's fairly self-explanatory, but how does a ship decide whether or not to attack? Is it based on range or engines?
I've looked basically everywhere for this information, although I may have missed it. What do the various ship settings like guard, sentry, etc., do? And what are they generally used for?
I'd really like to see a starbase self-repair function. Most of the ones I have can survive a battle or two, but that's it. They really would be excellent if they actually could be the flagships of a fleet.
This sounds like it may as well be a sequel, which is excellent considering that it's not. I'm very excited -- you seem to be bringing everything to a truly epic scale. We'll just need more tiles on planets to fit all these new improvements!
Honestly, while they look better in general, some of these textures look overwrought.
Sounds great.
One think you may not notice is that your capital world receives a significant industrial bonus. The number of manufacturing plants does matter; the difference in the speed of production you're seeing from planet to planet could be affected by that, but there could also be bonus tiles you're not noticing (although if you've played more than 1 game for 5 minutes you'd be hard pressed to miss those). Other possibilities could include the proximity of your economic starbases and w
That's probably far too little ram.
There is a search function, although I'm not sure it searches through foreign planets. But anyhoo, you might already have tried this, but click the planets/ships list and select the appropriate tab. Select foreign.
The easiest way is to download FRAPS (google it). It doesn't use a lot of resources, and it is far less tedious than hitting printscreen and copy and pasting shots to files.
That would be great -- but limit it to just the Battle Stations upgrades. Don't want them to be too powerful. Honestly, starbases are pretty effective in my opinion, and they can be survivable. But in the late game, it'd be nice to see them become more powerful.
Instead of giving ships to the victor, how about giving them to the nation accepting the surrender?
You make a number of valid points. First of all, I think that the early game economy is far too difficult. If I had just picked up this game and updated to 1.3, I'd probably have put it down after running a debt for 3 years. Of course, I don't have that problem, but I don't expect that new players will immediately know about all of these connections. Concerning the UI: I want one major change. I want the time part of the timeline graphs to be more controllable
Formations with specific purposes that you can change mid-battle would be great, but I don't expect it with any version of Gal Civ II. I see my ships and fleets doing things I really wish they wouldn't from time to time.
This would be a great way to add balance; i.e., mass drivers don't require significant energy, etc.