+ fixed first turn after load zero production behavior! With this the one big annoying thing about the game is gone. I'm really happy to hear this.
Linthar
Is this occuring really early in the game? If it is then you probally don't have the technologys researched that allow other modules. For a mining starbase, theres one mining module that has no techonolgy required, and one that needs xeno-enginering which I believe every major race starts with, which would give the two modules you have built. The next mining module requires xeno-industrial theory, and the other module that you would gain access to fairly early on requires space weapons. If you
I think I know whats going on. I I guessing that he doesn't actually has a problem, and is actually trying to trick people into clicking on that link.
I make use of the core designs. While I don't build them, I will use the upgrade button with them so I can make them good gameplay wise, while keeping their good appearances.
I'm not sure about these ideas. Your suggested slow colonization seems like it has a few problems. Someone that starts with a second system with planets in their home sector would have a huge advantage over someone that doesn't, and with the way range currently works in this game they might be able to use the second planet as a launching point towards a third system, increasing their lead. If the way range works is modified so colonzing a second system doesn't let you get passed your home sector
My first suggestion would be to look to make sure that you have the right options checked for when to show fleet battles. The various options are in the interface tab of the options screen. If that's not the problem though someone else will need to help you.
I don't believe anyone knows which 2 civilizations are going to be destroyed in the expansion. You're probally thinking of the caption for one of the screenshots which says "The Altarians are conquered but the resistance lives on!". That doesn't necessarly mean they are one of the races that are going to die. No matter which race dies, they will still be playable in the expansion pack. They won't in gc3 though.
Setting your taxes to 80% or higher will drop your approval to 1%. If that's not the case or if lowering you taxes does nothing then I have no idea.
I just used Peace Phoenix's formula on my own scores, and the score it gave me almost precisely my real score. Edit: Also tested this on unfunf (who's second in rankings), and GasCan2006 (Who's dead last. For both the formula gave a score that was increadbly close.
I had the dregin declare war on me because they noticed that I was systematically conquering the galaxy. The war would have caused me quite a bit of trouble, except for the fact that the dregin empire was right behind the altarians who I was already at war at, so the war didn't become a two front one.
Actually this is not because of random damage. From the change log: + New Combat System: 1 on 1 Ship Battles: If both sides kill each other in the same round, the ship with the most max hp will escape as the winner with 1 hp. If they have the same max hp, the attacker wins. + New Combat System: Fleet Battles: If both sides kill off the attacking ships in the same round, the last attacking ship on each side is compared for max HP. The one wit
My record was somewhere around PQ32. Very impressive world, although on hindsight I could have made better much better use of it then I did.
If you lose money when using the traditonal warfare tactic then you've run into some strange bug. But if you'v'e been using other tactics (information warfare, gas attacts etc.) then its normal to loose money because all the special invasion tactics cost money.
While I'm not quite sure what part of the improvement I've seen is from moving up a difficulty (normal to challenging) and what part is from the patch, I've noticed the ai has suddenly gotten incredibly effective in the colony race. I abandoned the first game I tried as I was taken by surprise at how fast the ai develops. In my second game I was lucky enougth to start in a corner that only two ai's were close enougth to stand a chance at stealing planets from, so I colonized ok. Haven't gotten f
MOO2 is Masters of Orion 2 an old 4x strategy game (that's the same genre of stratgety games Galactic Civilizations falls under.) It's apperantly one of the classic's of the genre. I can't tell you more because I've never actually played it.
I got the acount information invaild error message as well. Luckly when I tried it a second time, it didn't given any errors.
For the medium sized ship with survery modules while you lack the techonolgy for either issue the most rational explanation I can come up with is this. The ship repersented the results of a massive amount of time and effort and money. Far to much for another one to be built in less then a few years with the current level of techonolgy. Now that hyperdrive is out in the galaxy no race has the resources to spare to build another one.
I found one in my most recent game. Of course its not surprising in this paticular game because this galaxy has a ridicolous number of habitable planets. (The average number of habitable planets in systems with habitable planets seems to be two not to mention that more often then not systems seem to have habitable planets. Not to mention the system I found with 4 habitable planets.) Of couse I snached it up. Now the trick will be holding on to it.
I can adress a few of these issues 1. The Drengin building a bunch of unarmed ships in the campaign is a bug I believe. I've seen a fair number of people run into it, and I know that it can't be unintentional. 5. There are methods to upgrade ships. If you want to upgrade a ship on the map, there should be an upgrade button that allows you to pay to have it upgraded to a different design. Theres also a button in the shipyard that will allow you to take a design you've maken,
I'm not sure if this would work as I have tried it out, but for number three wouldn't just renaming the ships you don't want to sell so they have an asterisk work. That should take the same amount of time it would take to use a mark button if such a thing were added. Of course I could be missing something that would prevent this from working.
I've been running into the exact same problems. Problems 1 and 2 might intentional, but the other 3 are definantly bugs, and I've had these problem for the entire time I've had this game.
There a few options relating to when you see the battle screen. Make sure that you have always watch player ships checked, and show full fleet battles only if both sides are fleets unchecked. That should help ensure you always see the fancy battle screen.
I usually leave it for later as their are almost certainly better worlds elsewhere. I usually mentally note to settle it later, and always forget and become surprised when I see the ai has colonized it.
I'm pretty sure that its intentional. A fair number of other default races start with ion drive while lacking new propulsion techniques. Not to mention that you can trade for techs that you don't have the prereq for. The only things you need to have the prereq of a tech for in my experince is to research an tech the old fashion way, or to get it as one of your starting techs when you create a custom race.
This is part of the campaign. In the begining at least it doesn't let you research certain tech branches. If you play a custom game you should see that all the missing techonlogy is available for research.