In the build ship display, there is no identifcation of ships in orbit. In the upgrade ship display, there is no indicator of the types of already-installed components. If you upgrade an existing design, you cannot remove individual components. In the planet screen, you cannot see ships in orbit. This is particularly desirable for planets without starports. There should be a green light component in addition
Big David
Some ship commands (e.g. Update) are not availalbe if the ship is in orbit or part of a stack. Intitial racial abilities still need work. Now every race can be improved over the supplied intial abilities. Computer controlled races often do not select the best (highest level) planet when settling a star system.
I feel there should be a provision to retrieve obsoleted designs in the ship designer.
Have you tried completely uninstalling SDC and downloading the latest version? That worked for ,e when I had problems.
Most of the default races have a non-zero amout of addable ability points.
The problem of races losing their unique built-in abilities when other abilites are adjusted, appears to be fixed. However is it now possible to ADD afew additonal abilities without penalty.
In the "Build Ships" screen, ships in orbit are not properly identified.
The line editor is very awkard to use. and should be fixed.
Has anyone else noticed the supernatural ability of Flagships and other survey ships, when set to auto survey, to head straight for the nearest anomoly, even if this anomoly is not visible. Galactic Civilization 2 is supposed to be a Science Fiction game, not a Fantasy game. One possible solution would be to make anomolies visible at the start of the game.
If you look at the default abilities of the various races, Torians are actually SHORTCHANGED ; if you choose the Torians, you can actually make them STRICTLY BETTER . The Torians are the only race for which this is possible. Obviously the ability point costs will have to be altered to make Population increase bonuses more costly. All races need to be fixed so that you can modify abilities without losing each race's uniq
The beta crashes if you select a variable number of opposing races.
In view of the slowing down of population increase, the initial colony ship should start out full instead of only 1/5 full.
Why are the Torians shortchanged on abilities? It is possible to adjust racial abilities to make the Torians strictly better than their default. In general the starting races abilities need to be adjusted so that. a) Each race has ZERO remaining ability points by default. b) Adjusting variable abilities does NOT remove special racial attributes.
Why do 3 races start with ION drive? 1) It is contrary to the story line, that the game starts at the point where every race receives the base Hyperspce drive. 2) These races do NOT receive the prerequisite, Advance Propulsion.
If you try to update one of your designs, some of the time the game complains there is no room to insert an item. The ESC key still does not close open windows.
I downloaded 1.10[b].006 last night, but I notice tha Stardock Central has reverted to 1.0X.010
2 of the alien races start with Ion drive technology. a) This is contrary to the story line. The game starts immediately after all the races recieve the intital Hyperspace drive. b) The races with Ion drive bypass the intermediate advanced propulsion technology.
I would go the other way and make it impossible to achieve any tech without previously or simultaneously achieving its prerequisites.
For some reason the minimap always has an arc across the top that interferes with viewing it properly.
I think the production allocation system is a bit awry. I would suggest: Allow both factories and research facilities to simultaneously run at maximum capacity. Reduce the capabilities of factories and research facilities (to keep current total) Replace the sliders for production with the following set: Percent of global research utilization Percent of global manufacturing. Relative allocation between military and social pr
If you start in a planet display screen, select the "Build Ships" option to go to the starport screen. select the proper ship to build, and then select "Back to Planet", the ship building order is lost.
If there a list of hotjeys that actually work .
If there a list of hotjeys that actually work .
Galciv 2 is supposed to be a Science Ficion game, not a Fantasy game. To produce this bug, simply select Auto Survey for the flagship at the start of a game (press "A").
The starting Flagsship seems to have the supernatural capability to find anomolies that are well beyond sensor range.