Congrats Purge. Both of my two daughters ages 3 and 4, were released after two days; I hope your baby girl is fine! With the AI improvements(most notably better planetary development), suicidal is more difficult in DA vs. DL.
Mascrinthus
be Torian and 100% production on research and focus on social/military is how i can compete with AI on suicidal There are two strategies to maximizing the output from factories or labs. If you build both factories or labs, you can't fully fund both, so instead only build factories or labs. (1) build only labs, set global and research spending to 100%, and on planets set the focus to either military or social Adv: Labs produced more than factories at t
"There is currently a glitch where instead of surviving with one HP the attacking ship is restored to full HP." I have found the cause of this and fixed it for the next update. Even with this bug fixed the 1HP rule means once your ships have enough attack to take out the enemy with a single shot it is better to attack a single ship with one ship rather than a fleet. I think the 1HP rule should be eliminated; why can't a battle end with mutual destruction!
I have only played military conquests; I do know that MC scores much higher than the other victory conditions.
So, yes, laughter is in order. I managed to post a defeat game to my account and actually lowered my over all score. That was really dumb on my part, but I still see the humor in it, luckily. Metaverse games may be re-submitted once but only once. So you still may play that game and replace that "Defeat".
This game was a real pain in the butt. It takes 20 minutes to load the game and 10 seconds to move a single ship one square. The last year of the game all I did was set research to 100% and hit "end turn", as producing more ships would break the game. It took 3 hours to get through the last year and all I was doing was hitting "end turn." This does not sound like a fun way to play; it sounds like work! It is also why I've given up on gigantic maps and the
They nerfed the speed because the AI can't deal with fast ships. You could fly right past its patrols because the AI does not research sensors. This was due to the perform hit of the AI studying more of the map, for the same reason sensors are capped at 15 radius. Try medium rather than gigantic maps. How can u buy a ship that costs 80,000bc if u can't get over 20,000. In my last game I had a net income per turn of >170,000BC at one point (until main
In my last game I played a DL 1.2 gigantic map, everything abundant, loose clusters, very fast research, tech trading enabled, on level suicide against 9 AIs. In my current game I'm playing DA 1.6 medium map, common stars, occasional planets, normal research, tech trading disabled, on level suicide against 6 of the best AIs. In the previous game (just like earier games) it was a race to grab the best planets and galactic resources before the AIs. I kept taxes low to keep my morale a
In the original release starbases needed to be a minimum distance (3 or 4 squares) from each other and only squares entirely within the circle got the bonus. Then they switched to 4 per quadrant and later switched to applying the bonus also to squares partially within the circle, which meant it is now possible to have 24 starbases stacked! Why not switch back to setting a minimum distance rather than 4 per quadrant to prevent the 24 stacked starbases cheese!?
The improved performance on the last version of DA should let me score more as well. I had been running into system performance limitations and those are further out now. My system only has 512MB RAM so playing gigantic abundant everything, loose or scattered clusters was a real pain especially late game. In DA theses games have ~1000 planets vs. ~500 in DL, so I have given up on those. I'm having fun playing a medium map with common stars and occasional plan
Let's not forget the effect of luck. e.g., If a ship has attack strength 100 going up against 0 defense, it will score a hit between 0 and 100. If I spend 1 race point at startup for 25% luck then it scores between 25 and 100!
Or just go to the journals section in the forum. I'm aware of https://forums.galciv2.com/?forumid=164 but that does not list the Dev. Journal posts in reverse chronological order of when they were posted. Instead it lists the titles(as links) of the journals in reverse chronological order of when they were last replied to.
Purge: So I just posted up a massive game...But I started it before the tourney. Should I post it, or disqualify it for fairness sake? The rules only state that you post the game to the Metaverse before the end of the month so your game qualifies. That's another 588700 for my favorite amphibians the Torians!
Tech Capital, Omega Research Center and Research Coordination Center add stated percent of research to base research Are the bonuses compounded? e.g., If I build a lab on a precursor library, plus an Omega Research Center, and Research Coordination Center, do I get 1 + 7 + 0.5 + 0.25 = 8.75 times the labs output (assuming 100% research spending) or 1 X 8 X 1.5 X 1.25 = 15? What about bonuses from race abilities, galactic resources, colonization ethics cho
If you click the Journals button in the upper left hand corner of each web page, you will be taken to the most recent Dev. Journals page. Currently, there are 50 pages, what if you want to view one of the older pages? https://www.galciv2.com/Journals.aspx displays the most recent page. https://www.galciv2.com/Journals.aspx?p=n displays page n. So to see page 2, https://www.galciv2.com/Journals.aspx?p=2 There should be a menu of links at the bottom of each page to make it eas
Please note miniaturization does NOT reduce the size of ship components, but increases amount of available space on ship hulls. Since the available space is bigger, components also became bigger because of the sizemod effect. BR, Iztok Huh? That sounds contrary to the dictionary definition of miniaturization? weird. The size of components increases with the size of your ship's hull which makes sense for engines and life support but not for weapons.<br
Researching with Factories and Building with Labs is Crazy! Since the GalCiv II sliders don't let you fully fund both your factories and labs at the same time but does let you divert factory output to research and vise versa two advanced strategies have emerged! In this AAR , Wyndstar explains the strategies of just building factories or just building lab
Yea, I looked into this. It's been this way since GalCiv 1. Basically, at the start of a new game there is effectively a turn 0 which the computer players start but the human players don't have access to because they have the load screen as their UI. I'm not sure what priority there should be to fix this as it's been in there for 5 years now (literally 5 years) and no one (including us) ever noticed it. It's kind of piddly. Something for a GalCiv III probably
Kyro: Realism is always secondary to gameplay Agreed! Getting back to my original post (this thread has gone way off topic), I suggested replacing the current 4 sliders (spending, military, social, and research) with 3 sliders (factory output, military/social factory output split, and research output). Planets would have focus buttons for locally focusing factory output between military and social but not research. This would: (1) make the system more int
Thank you for your email. It has been received by the bug tracking system for Galactic Civilizations II and given a case ID number of 37495 internally. Please reference that case ID when referring to this submission in the future.
Crippling won't provide much more of a challenge than Painful; I'd suggest trying Masochistic. GalCiv II Wiki - Difficulty Levels
When your total number of ships > ~700, the follow two problems occur: (1) Most of your new ship pop-ups don't appear until on the right side of the screen, until you click the Menu button (2) The ship list can only handle ~700 ships so when you exceed this point you won't be able to see all your ships. Both (1) and (2) I've noticed in DL 1.2. Purge confirmed that (1) occurred in his last DA game but has not yet tried my work around of clicking on the Menu and then the Continue
Thanks, I've fixed this here. It probably won't make it into a build this week, but the one after that. -Cari Thanks Cari!
I'm not suggesting that anyone is being a pest or is impatient, but I think we all need to take a bit of care that we don't turn the support of the AltMeta into a full time job for Kryo. Right! He already has one, responding to questions on the forums. 6539 replies and climbing!
It´s hard not to exploit when the bug screws up the whole defense system. You´d have to completely leave out defense from your ships to avoid exploiting this bug. Or you could only put the optimal defense on your ships for the AI weapons they will encounter. My experince playing with 1.6 beta 1 is that this bug was NOT fixed despite any claims. I'm very sad to hear that since I'm playing a DA 1.6b2 game with