TheBirthdayParty

TheBirthdayParty

Joined Last seen Member # 2431974
40 Posts 183 Replies 21,408 Reputation

Is there a way to turn off flag ships so no civs have them at start? If not, it'd be a good idea. This way galactic guid book and researching to survey modules would actually be useful.

8 Replies 4,295 Views

Orbital Terraformer effects ALL planets that you own, Not just the one you build it on. Yes, I know. My point is its almost useless to build it because by the time its actually built most, if not all of my planets, have terraformed and built on those squares already. Every game.

7 Replies 3,966 Views

What I do at the start of the game is set social and research each to 50% and put manufacturing at 100%. I keep buying colonyships(mine cost 1054 due to ion engine) and sending them to uncharted systems. Once I'm down to about 700bc I put military back to 33, social 33, and research 34. I then continue to build colonyships. I keep my tax as high as possible so all colonies are as close to 45% happiness. When the BC is close to 0 I lower manufacurting a

3 Replies 2,422 Views

I'm finding that building the orbital terraformer is a waste of that particular planet's production? Even if its tiles are full, i'd rather set the emphasis to research. Terraforming on each individual planet, by this time in the game, takes a turn or 2 and most of my planets are generally not building planet improvements or not many at anyrate. And I assume the galatic guide book is a blunder since by the time its built all anomalies are go

7 Replies 3,966 Views

Oh yeah and can we get the DELETE key to bulldoze buildings/cancel builds or upgrades. Oh, hey, so decommissioning a square...deleting it...does that give you extra cash or recources? Does leaving the building there and upgrading create less time to build over it?

9 Replies 4,630 Views

I think it would a really good idea to at least be able to find out which planets have the highest POSSIBLE ship production, instead of which currently does which can be skewed by many factors, such as if its producing a ship, set to all research, etc. In huge and gigantic universes it would make things a lot easier to manage/less time consuming. Anyone else?

4 Replies 2,778 Views

This is even with two influence starbases per sector along or slightly on their side of the border, all of them maxed out at 287 influence. The bases have been there for over a year, and the border has only moved marginally. There are currently no other races planets in my systems, and the nearest other systems are almost a secto

13 Replies 8,423 Views

I've noticed often that civs get these suddent influence bonuses without a civ giving up and joining them. The influence borders even look screwy. Its like a sudden burst in their influence and it doesn't recede much if you use A LOT of influence space stations upgraded very high. Also in playing one of these occasions I was frustrated so started anew. But for some reason I was told, when I tried to move my ships, that they were out of range

4 Replies 3,273 Views

Once everything is upgraded, you can always upgrade the factories and I think they give the bonus until upgraded. Hmm, something to check.

15 Replies 9,282 Views

When updating a ship with a constructor module or a trading module it is not visible on the ship and does not factor into the size total, but when launched and used still functions as their module purpose. With colonization ships it does not work, in that you can not lift off because you can not store any population. If in the starship tool(though upgrading the ship) you can clear and everything resets as normal. So this happening to anyone

0 Replies 1,285 Views

Right now I use small planets as population(taxes), moral buildings enough to keep them happy and if any spaces are left over are for research or influence or bc. Larger planets depending on their bonuses are suited to one specific job with minors in others. If its a larger planet I also try to have 2 farms and 3 loyalty buildings in addition to any other buildings. I like to have most of my planets have some ability in ship production so I

15 Replies 9,282 Views

Frogboy, I think a lot of people are "updating" their game version with the Beta material , thinking its an official update, through the Stardock client, as its set to offer Beta versions through the "availiable updates" menu by default. I think this is just asking for trouble having beta patches availiable through the sam

18 Replies 11,122 Views

Well, since there aren't lots of crash reported, there is maybe something strange on your side. Are you playing the 1.0X version, which fixes lots of crashes and prevents the graphic card to heat too much? Could you install smart Exception, and post the associated report when experiencing a crash? In short, if you do

18 Replies 11,122 Views

I bought this game, collectors edition. I'm now debating being a big jerk and giving sales hell until I get my money back. Galciv2 crashes at least 3-4 times a day(I play each day, coupla hours). I'm really getting sick of it. Is there going to be an improvement at all? Its not just one particular thing, its between turns, during turns, ship movment, colony screen, ship creator tool, etc etc. Such a great game...is the code just that bad?

18 Replies 11,122 Views

1.Allow you to select multiple ships at a time to either delete or make obselete. 2.If you delete or make obselete a single ship please stop the tool from loading user and core ships into one column(causing you to have to click user again. This is very important if suggestion #1 isn't changed) 3.When upgrading a ship please leave ALL components on it, not just the extra art. Otherwise u have to memorize the make up of each ship. 4.When s

0 Replies 1,617 Views

I am able to recreate this bug. Have done it three times. I try to save a small ship design using the first small hull from the torian group. I've tried a few combinations of extras/weapons/engines and each save attempt the game crashed. I have the game saved if there's a place to upload it to the folks handling game bugs.(doesn't seem to be a place to attatch files to posts)

0 Replies 1,093 Views

Alright. So I'm playing with 5 AIs and myself. One of them decides to hand their entire civilzation over to the terrans. The message said they were going to do it before they instead became annihilated. I figured, ok, on with the game. Then later another AI gives itself over to the Terrans. They had the most area claimed by their influence and many planets. They just said, oh, hey, we're giving ourselves up to the Terrans. Does this happen often? Out o

2 Replies 3,960 Views

So I'm playing through my first game. I see the alien races influence borders, but not mine. Am I missing something? Also, it seems they can build ships faster than I can. Get out to planets and colonize before I even have my first colony ship built(beyond the first). So my impression is the AIs start out with more planets and/or more ships and/or more production? So does the AI start ahead of you? As a side note, I am playing with a customi

13 Replies 9,049 Views

I just downloaded the game last night and onlly just begun to figure it out. One thing I was unable to do, though, that was driving me nuts was to see what components the core ship "Scout" had. It showed the details, but not how many engines, support modules it had. Is there a way to see what the ship contains besides what it can actually do?

3 Replies 2,951 Views