MegaVolt

MegaVolt

Joined Member # 1323197
7 Posts 134 Replies 15,246 Reputation

Please let double clicking on an entry in the GNN popup be the same as highlighting it and clicking "Goto." Please extend the right click = launch feature from the Info Square onto the GNN display. Please allow an option to deny previous user designs in new games (Or better yet, a screen where you can see al

894 Replies 392,374 Views

i still havent figured out how to use the waypoint pilot govenors i dont like huge maps so it never was a real concern ... then i did try to toy around with some starbase setups and clicking all those constructors became very annoying but i didnt find that auto waypoint button ... btw can anyone tell me where it is <img src="http://images.stardock.com/g

32 Replies 19,231 Views

your routes start at 80 BC per turn ?! mine are more like 5-10 BC ... btw whats better, having trade routed between close planets that only need 1-2 trade starbases so that the freighter is always worth more or having a long trade route, which you cannot cover with trade starbases so it doesnt get the bonus most of the time

13 Replies 7,707 Views

you do realize that there are not only native english guys around here? there are languages in which morale is indeed spelled moral its really no shame to mess those words up if your native language does spell it different and if you are maybe not that familiar with english how about you go and sit in some corner until you think about how stupid your post is maybe later you may play with the other kids again

111 Replies 99,428 Views

i did try that in my last game ... i got 8 econ starbases with research spending at 80%, my tech capital did produce 1922 (!!!) technology points each turn i used abundant stars and planets on a small map to have tight clusters, so these 8 bases did affect 6 planets, all got insane production and research but still, without abundant settings with only 1-2 planets in range of a starbase, the constructor costs are imho just to high

15 Replies 9,432 Views

last game i got a fleet of huge ships with beam weapons and beam defense i got 650 attack and 350 defense and i was mining NO military resources and i had NO military starting bonus show me a fleet of small fighters that can come anywhere near those numbers (without military base or bonus! of cause if you pick 50% attack bonus as racial ability its no problem)

33 Replies 34,516 Views

LogicSequence: it workes fine for the initial planet (capital) chosing the 20% PQ ability it will be a level 12 planet with 12 slots but that does not apply to all the other planets, if i colonize a level 10 planet it becomes lvl 12 but those two extra tiles are not there they only appear on the main planet, never on colonies

6 Replies 7,063 Views

opened a post about that myself (with some additional cost suggestions) and then found 2 other posts with the same issue well, at least it is very well known now and hopefully will be fixed in 1.1 i loved to have the PQ ability in galciv1, i want it to be useful again in gc2 personally i like to be more flexible with a bonus tile in game then having pre

6 Replies 7,063 Views

Yes but it also does more damage besides taking up more room. no it doesnt 1 damage laser in a small ship stays a 1 damage laser in a large ship (at least i think so ... never checked but large ships would be insanely overpowered if not)

12 Replies 8,677 Views

i second that the AI is building influence starbases in my territory and i cant tell them to piss off ... to the topic: major trade partners also dont show up in the drop down list, i always thought of "we dont offer to attack them, we need their trading income" but trading improves relationship a lot, so probably they got friendly through trade and thats why they wont attack by the way, i have never ever seen two

15 Replies 9,532 Views

compared to a human player, the AI cant compete it cant be as intelligent very simple but compared to any other game AI, its outstanding so yes, the AI sucks (if you compare to humans) but its still the best one available and its the best by far <br

42 Replies 14,479 Views

maybe the AI got xeno ethics and chose the neutral path, thus having all tiles made available to build and (just maybe) they revert back to not buildable when you (not being neutral so not having all tiles available) conquer the planet ?

19 Replies 11,478 Views

two questions: 1. that thing about losing a planet ... when i lose a planet, i lose the game its quite simple: if i'm attacked i defend my planets, when someone can beat my fleet and get transports in, my military rating has to be close to zero. so i am dead anyway and i will lose many planets - gg why do you take into account which impact losing a planet would have? either i am on top military, then it doesnt happen, or i am weake

15 Replies 9,432 Views

thanks a lot, very helpful now the next question: anyone beside me thinking "hey, that sucks" ? impulse drive is always taking at least 9% of the hull, no matter how big? i dont really like that ... why not make a fixed size for any component and a fixed base hull size then let miniaturization work as a multiplier to that hull size its so much easier and intuitive it would make bigger hulls stronger so they woul

12 Replies 8,677 Views

First of all: The Planet Quality ability is buggy. When i chose the 20% PQ ability, my initial world will be class 12 and it will have 12 squares available. But when i colonize a class 10 planet, it will rise to a PQ of 12 but only have 10 squares available ! So the 20% PQ are really worthless right now, all i get is a little higher base morale because of the higher PQ, no additional tiles (except for my homeworld). Lets assume PQ

0 Replies 4,111 Views

that a medium or a tiny fleet does indeed work has nothing to do with the problem the problem is, that a fleet of large ships would always be better then the fleet of tiny ships sure, if you are strong enough, both will work ...

33 Replies 34,516 Views

i just tried the thing i wrote above enemy fleet, they got a huge ship with about 20 beam defense my huge ship has about 40 beam attack and no problems kicking ass a fleet of 14 tiny ships can hardly damage the enemys ship because every single shot gets reduced to 0 from its armor i did use 9 damage beams even with a support starbase that would be about 12 damage beams - vs a 20 shield 1 * 40 dam vs 20 shield seems to be a

33 Replies 34,516 Views

last game i did have quite advanced minituarization tiny ships had 30 space for 2 logistics huge had 152 space for 8 logistics 8 / 2 = 4 4 * 30 = 120 120 so even if fitting in engies would be no problem, the tiny ships would still have a lot less firepower because i have less storage space to put in guns ! that completly negated the argument that tiny ships get more shots and wipe out the enemy earlier:<br

33 Replies 34,516 Views

in theory, small and large fighters should be nearly equal meaning a 10 small fighter fleet will cost the same and be as effective as a 3 large fighter fleet large fighters have one big advantage over small ones. lets say there are two fleets of equal strength, one of 10 small, one of 3 large lets say the small ones win (because they attack) by one shot, so 9 of the small ones die and all large ones the guy that built small f

33 Replies 34,516 Views

guard does wake up ships as soon as hostiles come near, doesnt it? at least thats what i thought ... i rarely use it because it is so easy to build eyes of the universe and then i dont have need for senser ships sleep would be useful tho

14 Replies 9,516 Views

i second that lets say there are 4 possibilities: 0, 2, 4, 8 three votes, one votes 0, one woted 2, one votes 8 the 8 guy has slightly more influence, so 8 gets voted that sucks imho it should be: 0 + 2 + 1.2 * 8 ~= 12 12 / 3 = 4 so 4 gets voted (1.2 * 8 coz he has a little more influence) that goes for starbase modules, restrictions for evil races and many other things influencing what topic wil

12 Replies 13,783 Views

i have a similar bug but without a mod! i built a custom ship, everything working fine next game, i built i new custom ship with the same name, i hit "overwrite" since i dont need the old one any more (it was from a previous game) then i use the govenour to change ship production (in this case from "defender" to "medium attacker") doing this, all starports start building my "medium attacker" but when the ship pops out, it is not the "medium attacker" i just designe

6 Replies 6,519 Views

Bug Description: Crash to Desktop Reproduce: It seems to happen randomly at about the time an AI gets angry with me and starts to declare war Got it in two games so far, first the white guys (iconian? korx?) got upset about some influence starbases and i got the CTD loading an autosave a few turns earlier and then doing some stuff resulted in the war being declared as it should, no CTD loading a quicksave just 1 turn before th

350 Replies 164,497 Views