Pyrion

Pyrion

Joined Last seen Member # 2347287
0 Posts 0 Replies 233 Reputation

The only times I've seen pirates are when I get the galactic prison and the inevitable "escape" event occurs a few turns later. Give them one or two turns after that, and a pirate fleet appears near its planet and starts attacking stuff. Unfortunately, they're too few in number to be relevant, as far as what I've seen. It'd be nice if SD raised the ante a bit with regards to how prevalent the pirates get.

10 Replies 6,962 Views

Here's some stuff I've noticed, not certain if they've already been reported, but what the hell. 1. Between turns, if one of my ships arrives at its destination but that destination doesn't make it automatically do something (such as a constructor arriving at an empty point in space, rather than automatically triggering a starbase module build window), the game will basically sit there waiting for hell to freeze over. The turn button doesn't

350 Replies 162,447 Views

Download: C:\DOCUME~1\Pyrion\LOCALS~1\Temp\sdcentral\Base\GalCiv2.exe_ 0 | Attempt 1 | -32 Download unavailable due to server maintenance Download: C:\DOCUME~1\Pyrion\LOCALS~1\Temp\sdcentral\Base\GalCiv2.exe_ 0 | Attempt 2 | -32 Download unavailable due to server maintenance Download: C:\DOCUME~1\Pyrion\LOCALS~1\Temp\sd

22 Replies 25,226 Views

I think the rule of thumb is "if you have to ask, it's not good enough." One other thing about posted system requirements, when they say minimum 256MB of memory, figure on that meaning 256MB available to the program, on top of however much the OS has to take up. I've had GC2 take up as much as 1.6GB of memory.

6 Replies 4,019 Views

Probably my biggest pet peeve with the interface is trade routes. They need to be made far more obvious than they actually are. Against the darkness of space, I have to squint in order to guess where they're at, and they're far easier to see when covered by the fog of war.

3 Replies 5,460 Views

Mistake??? I call that a means of relieving boredom. If you can't get the AI to declare war against you (believe me, I poke and prod them all day and they're too scared of me to do anything about it), just ally with a minor race, and in a few turns, guaranteed war that you didn't start.

1 Replies 1,747 Views

Yeah and in middle to late game each AI is pumping out tons of ships and of course the game has to keep track of every single one of those ships, calculate the movements and such, all of which takes up progressively more cpu and memory.

19 Replies 13,105 Views

I've found that the only way to practically guarantee a AI surrendering to you, is to have an overwhelming coordinated offense take several worlds in rapid succession before they can bring their forces to bear. I get the impression that the AI checks to see if there are any other AIs that can stand up to such an array of forces to ensure the preservation of their kind, and if none are available, they're stunned into complicity. If all you've

18 Replies 18,421 Views

Would be nice to get a more in-depth explanation as to what sort of "performance issues" actually occur, you know, to understand if it's really worth the 15-parsec limit. I mean otherwise it sounds like it was capped at 15 for game balance purposes.

17 Replies 21,330 Views

You can do the same with Interest Rates (17) and Government (26). Interest Rates controls the amount of interest you pay per turn (as well as the number of turns) when you buy something (a ship, or improvement) versus building it normally. Government apparently affects the amount of bias towards you, all other things considered, in senate races. Apparently "Crime" and "Cabinet" are marked as "not yet implemented.'

9 Replies 7,294 Views