Yeah i think it was removed because of the bug. I think the bug was that... it never even showed up in most people's games. It appeared as Orbital Hosptial.
konfuzed667
I don't think it takes "hours" to mop up. If that's the case for you, then guess what; you're really not doing all that hot as you thought you were.
This might sound stupid. But how about... REQUIRING that all Starbases *must* ORBIT something. Like it Star Trek! lol. sorry again But really. Isn't there some law of physix which says that large masses in space should probably orbit something bigger, like a planet or a sun. lol. i dont know, i'm a history major. Anyways. In most sci-fi movies/TVshows I only see small "outposts" which are off in the middle of nowhere. Most large space stations or platforms are orbitting SOMETHI
No clue. Maybe the Yor are reaping the advantages of the random event which causes an alien race to "increase in power each turn" or something like that?
I think Frogboy has said countless times that fleet combat won't be implemented so I won't say anything about that (in case those of you who kept echoing that idea didn't realize). But I second the notion that Stargates should be somehow introduced. These would prove particularly useful in a 24x24 or bigger universe. Smart players would create a "Stargate Network" to allow civilian and military vessels quicker travel across their controlled portion of the galaxy. Similar to the "warp co
This is largely an opinion-based issue. Some of you may think the game is unbalanced, others think it's not, and it's fine the way it is. Especially considering the enemy AI *DOES* use BattleHammers. You're blind (or not playing GalCiv) if you think otherwise. Personally, I think Battle Hammer is fine the way it is but perhaps Battle Cruiser can use a bit of upgrading.
Making the Arceans tougher would be good. They are always the wimps of my games. In the last 4 games I played, the Arceans always were the ones weakened so much that they'd get that "power increasing every turn" event -- but it didn't help them AT ALL! In fact, i didn't see that device having any effect whatsoever on the Arceans, and I killed them off at my leisure with no problems at all.
@Nightblade13: "Autopilot allows an extra move/action if moves_left > 1" This is something that's been around since v1.00. Some of us (or at least me) have been incorporating this "feature" into our strategies and battle planning. I hope it stays this way. ;)
It seems as if "morale-enhancing powerups" still do not actually work. These are the little red bubbles you can "eat" with your survey ships that grant an extra 2% to morale - which never happens. Never worked in 1.00, never worked in 1.01, still does not work in 1.02.
Yes, you can access javascout's guide whilst playing... just ALT+TAB... :p
Also, I'd like to know why minor races can now Destabilize the human player (I got such a msg saying the Carinoids were destabilizing me...) but we can't destabilize them back... as others have pointed out, the Destab/Espion. sliders shown in the Minor Race tab are actually for the Major Civs... which makes no sense.
Here is a bug I have found in the 1.02 "standalone" version of GalCiv. I resumed playing a savegame from the 1.01 BonusPack'ed retail GalCiv. The Guv'nor is screwed up! I can add things to the governor list but I can't remove things. If I double click on an entry, something really bizarre happens -- an item several lines above or below gets removed instead. I can't figure out any logic to it. Other than the fact I cant get rid of things that I no longer want in the Governor list. <b
Nice flamebait post. The immense positive feedback this game has received is enough to rebutt your pathetic claims. Time to head back to the MOO forums, weasel! And try to convince yourself for the n^th time that MOO3 really isn't all that bad! (... and don't let the door hit you on the way out)
Trade blockades were removed from the final build of the game.
Wow. Yet another MOO-fanboy who fails to understand the point of GalCiv and persists in engaging in a dick-size contest, pitting GalCiv vs. his delusions of what MOO3 should have been like. 'Cept this one has a REALLY big mouth. Neeeeeeeeeeext....
Best defense is a good offense. ;) Multiple BattleHammers might be able to hold off a fleet of BattleShips, but not Dreadnoughts. To hold off Dreadnoughts you should have them too, methinks. If this same situation is repeating itself in all your scenarios, perhaps you could engage in a pre-emptive strike a la Operation Iraqi Freedom? Yeah, that's right... liberate the Drengini people! *roll* If you're not #1 in research... try to remedy that, and prioritize research in
> "Wampyre's outburst is a phenomenom I have seen before. Those rare games that have a great support base from the development team like Stardock tend to attract a certain type of gamer who feel the need to shout and whine and complain when a game doesn't go there way." I totally agree. These whiners need to get their asses kicked from the forum. For all we know, they probably can't even update the game because they're using the PIRATED VERSION!
People are asking for too much. This ain't an open source game, and the developers have no obligation to disclose all the formulas that are used in the game, only so they can get ripped off by someone else who decides to use them as the basis for another strategy game. Take your incessant whining back to the MOO3 forums please.
When you attack a square with multiple enemy units on it, the unit with the highest defense score gets hit first. It's also possible to attack a square with a mixture of enemy and non-enemy units; the non-enemy units are ignored, until you eliminate all the enemies, in which case it asks if you want to declare war on that particular race.
Just like in Civ. The way it is right now, sometimes I'm not even aware someone's at war with me. I get hints by the fact one or more of my ships disapear in a puff of smoke, but that doesn't help much!
Hmm, I already made this suggestion a few days ago. Pity I didn't get the immense response that this REPOST did.
> "Is it possible to send additional colonists to your new colonies via some kind of transport method ala MOO1? For example, if I wanted to quickly colonize a planet and just send 100m colonists, there doesn't seem to be any other way of adding additional colonists - unless perhaps it's possible to build another colony ship and land it in the same planet? Even if this were possible, it doesn't seem ideal due to the cost involved." Actually, in mid-game and late-game, people just build c
1. yes you are right 2. check the "details" screen, it lists any and all bonues/negatives that planet gets. including bonuses from events.
I'm not losing sleep so much as I'm losing potential marks this term at school. ;P
The topic says it all. Still have some savegames I want to keep around that are from the original retail "nothing-upgraded" version 1.00. Are these still compatible with 1.01 and 1.01A? It was my fear of them not working that stopped me from upgrading. :p