AeonOfTime

AeonOfTime

Joined Member # 1070031
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Q: Why do some turns take much longer than the others when I press the turn button? That's because GalCiv has an autosave feature that will save your game every X turns, where X is your current autosave setting. By default GalCiv autosaves your game every 12 turns, but you can change that - while in your game, press ESC to get to the game menu, and on the right side you will find a slider to set the amount of turns between each save. Especially on Huge / Gigantic galaxies, savi

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Regarding diplomacy: it would be cool to be able to adjust the amount of bcs or influence points with a slider, and see the effect on the current deal directly. That would make it much easier to find the exact amount that the other race wants to make the deal. In the same sense, a technology value (can be purely symbolic) would be nice to have to help decide which techs can be best be traded for, instead of the current trial and error.

114 Replies 3,135 Views

[quote]Faster turns etc, my game sometimes freezes up when i press the turn button even though i have 256 mb ram and 1.6 ghz processor allong with no programs running during gameplay[/quote] That would be the autosave feature - especially if you're playing un huge/gigantic, saving takes quite some time, so when you press the turn button and GalCiv autosaves your game, you get a delay.

114 Replies 3,135 Views

[quote]Dont have all the ship bonus buildings on your auto build. Select a couple of planets only to have the full range of Shipyards etc.[/quote] As rarely ever build ships at all (except constructors and colony ships), I only build those on my most productive planet (just in case ;) ). [quote]The same goes for morale buildings which tend to be expensive in maintenance. Only build what you need.[/quote] I agree - I only build morale buildings to keep the people happy,

15 Replies 352 Views

Ummm... regarding starbase costs: do they cost any upkeep ? Somehow I always end up my (long) games decreasing the spending slider, ending up with 8 / 10% spending only even with all trade routes maxed out. One game I had to go for an alliance victory because I could not spend a penny anymore. I think it's only the planetary improvement costs for all the planets I have that does this, but the big spendings somehow always seem to start when I build up my 'starbase park'... any ideas?

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[quote]finding that later in the game the colonized class 20 planet was more productive than a class 26 I had in a different system. [/quote] IMHO it is quite logical - uncolonized planets can be mined better than highly populated ones. On a highly populated one, you would end up mining the soil from right under the people's feet, with all the drawbacks of that - uncolonized ones you can take apart without a fuss, so you end up having higher production levels in systems that have a few

114 Replies 3,135 Views

Just added two new governors, now totalling 8: * Julia from Tribes * Sgt. Maloney from Halo * Alex D. from DeusEx * Jennifer Lopez * Sayathea from Age of Wonders * Salammbo from Salammbo * Moran Atias real life model (NEW) * Rathra from Wing Commander (NEW) Get it here: http://www.etherplanes.net/GalCiv Also, thanks for your suggestions - I'll try to find a few good quality images :)

36 Replies 4,354 Views

Just added two new governors, now totalling 8: * Julia from Tribes * Sgt. Maloney from Halo * Alex D. from DeusEx * Jennifer Lopez * Sayathea from Age of Wonders * Salammbo from Salammbo * Moran Atias real life model (NEW) * Rathra from Wing Commander (NEW) Get it here: http://www.etherplanes.net/GalCiv [quote]What about the computer from Starcraft?[/quote] Do you have a good quality image of that? I don't h

10 Replies 926 Views

[quote]I wouldnt buy it because it would just be more of the same. The whole point of a sequel is to bring in new concepts to a game - to improve it - make it better.[/quote] I agree in a way - new concepts are good if you don't lose the concepts that made the success of the game in the first place. By changing too much, you create a completely new game. A good example for this is MOO3 - they just changed the game too much and players used to MOO1 and MOO2 flamed the thing with good rea

114 Replies 3,135 Views

[quote]#16 by angelscotboi: My Suggestions that I think are a must[/quote] GalCiv II will be a sequel of GalCiv, and in that sense I think we should not drift off too much from what makes this game enjoyable. Especially point 7 would change the game too much, and GalCiv is not Imperia Galactica or any of the other games you referred to exactly because of the things you mentioned. IMHO a good sequel should be a continuation of a good game, with new plot and levels, new places to

114 Replies 3,135 Views

Just thought of something - you often have star systems with a bunch of unused class 1 to 13 planets (I usually colonize from class 14 upward) - why not be able to put them to good use by being able to mine their resources? In the game, it could create a star system-wide production bonus, and the mining installations could be upgraded with constructors just like starbases. In the same line of thought, mining stations on asteroids with freighters that ship the mined goods to a g

114 Replies 3,135 Views

More keyboard shortcuts! It buggers me the whole time that I can't close any 'Done' or 'Apply' popups with "enter", for ex. Ideally I should be able to dispatch all windows via the keyboard. Automate constructors a little further - being a builder, it gets very tiresome to tell the 10-20 constructors built per turn where to go, even with the rally point feature... I realize that's not an easy task, but I often think of constructors as workers (Civilization III) - automating them would b

114 Replies 3,135 Views

[quote]#10 by jmgarth :: the program reduced itself to a small pink blob in the center of the screen[/quote] Whop? That's strange... must have something to do with the installer packaging software I use - WindowBlinds may have something to do with it, I'll check if there are some known issues... [quote]#11 by damoose :: I'd prefer the updates in a non-install form[/quote] I'll add each governor as downloadable zipfile, just for you ;)

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It works with any GalCiv and GalCiv:AP version, as AP uses the graphics from GalCiv. Meaning that if you set your governor, you will have him in GalCiv and GalCiv:AP. It does not interfere with any other mods I know, and is update-safe :) ~SDC~

36 Replies 4,354 Views

[quote]most of my games and bits go back a bit and i dont want to loose compatibility.[/quote] I can understand that - you have to use the right tools for what you want to do, and if Win98 is the right tool for what you want to do with it... I for my part have quite a bunch of old games (like civilization 1, master of magic, privateer), and I run them under XP with DOSBox without a glitch. http://dosbox.sourceforge.net [quote]Dont even know you, so your brown nosing ca

28 Replies 1,447 Views

Just curious, darkspire: why do you stick to win98 SE? I use a pc every day since 1995, and imho WinXP is the best Windows ever - I hated Win98, it sucked big time. As I said, I had to work with it every day... Oh and by the way: I think you're a little bit out of line - so far Frogboy has been very kind to answer your rants, and I honestly don't understand why you are making such a fuss about this. ~SDC~

28 Replies 1,447 Views