Mascrinthus

Mascrinthus

Joined Last seen Member # 2307445
1 Posts 24 Replies 1,443 Reputation

we're not yet sure how it will work out but Kryo and the Metaverse Council are working on being able to include mods in games listed in the AltMeta. Stay tuned for future announcements. For fairness you should only allow games using mods that have only cosmetic changes and don't affect the game play. However, mods that affect the game play are likely the most fun. I never said [AltMeta] did. What I said was that it provides

43 Replies 136,631 Views

Are planet populations capped based on the initial PQ or current PQ? For example, will a PQ3 and PQ4 world always cap out at 1.28B and 2.5B respectfully even if they are later terraformed to 10+ PQ? GalCiv II Wiki - Population

34 Replies 20,342 Views

And, we have a new top three: #1 Krynn #2 Torians #3 Korx The Krynn won my last tournament. And already they are showing their strength. Of course, I thought everyone thought it was the Yor who were overpowered...let's see if they can manage to be competitive. I completed the DL campaign without losing any combat ships due to the first strike advantage present prior to DL 1.2 and back as a super ability in DA. In my 205000 suicide victory as t

129 Replies 56,356 Views

In any game once you are stronger than the remaining players combined it is no longer interesting. Once I had 474 of the 475 planets and was just spending each turn spending my huge cash surplus to buy planetary improvements and later when my planets were all developed, ships, the game was a pain especially since my computer was swapping virtual memory like crazy! Check out the new AltMeta. Many people agree that having to play gigantic abundant all games is

43 Replies 136,631 Views

Although this last game ended in 2229/08/01, it was anything but short as I started it in late 2006! In any game once you are stronger than the remaining players combined it is no longer interesting. Once I had 474 of the 475 planets and was just spending each turn spending my huge cash surplus to buy planetary improvements and later when my planets were all developed, ships, the game was a pain especially since my computer was swapping virtual memory like crazy! In my previous game I was able

13 Replies 12,352 Views

This epic game rocketed me into the top 25! This was a gigantic, everything abundant, very fast research, suicide game against 9 opponents. By May 2228 I had 474 out of 475 planets but I left the Altarians with one planet to extend the game. This allowed me to complete my queued up projects, build up my economy (e.g., ma

39 Replies 24,226 Views

This epic game rocketed me into the top 25! This was a gigantic, everything abundant, very fast research, suicide game against 9 opponents. By May 2228 I had 474 out of 475 planets but I left the Altarians with one planet to extend the game. This allowed me to complete my queued up projects, build up my economy (e.g., ma

43 Replies 136,631 Views

This epic game rocketed me into the top 25! This was a gigantic, everything abundant, very fast research, suicide game against 9 opponents. By May 2228 I had 474 out of 475 planets but I left the Altarians with one planet to extend the game. This allowed me to complete my queued up projects, build up my economy (e.g., ma

1,775 Replies 2,423,037 Views

This epic game will place my favorite alien amphibians the Torians in first place! It rocketed me into the top 25! This was a gigantic, everything abundant, very fast research, suicide game against 9 opponents. By May 2228 I had 474 out of 475 planets but I left the Altarians with one planet to extend the game. This allo

129 Replies 56,356 Views

At game setup I choose 70% population growth and try to keep my morale at 100% (to double my population growth). As a result I have lots of troops for invading. I find it easier to conquer. Along the way I flip several planets as my influence grows while my population grows and my # of planets grow.

14 Replies 8,058 Views

If you build a planetary improvement for influence/morale on an influence/morale bonus tile: (1) Planet Details screen correctly reports structure's bonus X 2 (2) Planet Summary screen incorrectly reports structure's bonus + 100% e.g., As we see here in this Planet Summary screen, http://jeffpinard.com/Info_and_Mining.htm, it is reporting the morale bonus for the Entertainment Network built on the morale bonus title to be 5% + 100% = 105% instead of 5% X 2 = 10%. The ab

1 Replies 3,950 Views

Good job! While reading your guide I spotted a bug that I have confirmed also exists in GalCiv II DL 1.2. Influence/Morale Bonus Wrong on Planet Summary Screen for Bonus Titles If you build a planetary improvement for influence/morale on an influence/morale bonus title: (1) Planet Details screen correctly reports structure's bonus X 2 (2) Planet Summary screen incorrectly reports structure's bonus + 100% e.g., As we see here in this Planet Summary scree

11 Replies 33,535 Views

if you had a ship with 250 attack and no defense vs a ship with 125 attack and 125 defense, the balanced ship I believe would win, although probably be severely damaged.....because 125 defense is enough to handle the 250 attack, but no defense on the 250 attack ship means that all of the 125 attack gets through, so tech being equal and similar ship types (large vs large), you're better off with balanced ships of both one weapon type and some defense... The al

10 Replies 55,166 Views

In the initial DL, starbases (including alien starbases, I think) needed to be a minimum of 3 or 4 squares apart. Later, the limit was changed to 4 (excluding alien starbases) per quadrant, so if your planet is near where 4 quadrants meet, it can receive bonuses from 16 economic starbases.

39 Replies 24,226 Views

I just hope there is no speed cap on DA because I just purchased it and wouldn't have bought it had I known. I purchased DA prior to its release but I have not tried it yet since I'm finishing a very long DL game. So this reply is based on what I have read on the GalCivII forums. In DA: (1) cost and size of engines have been increased (2) the Yor have a super ability that limits the speed of alien ships in their region of influence to a speed of 4<b

26 Replies 49,481 Views

It is a good idea to set taxes low to get 100% morale but you don't need to set them to zero! During the colonization phase (and beyond depending on the galaxy size and tech research rate) I work on building up my economy which means growing my population and boosting my economic and morale bonuses, so I can raise taxes while maintaining 100% morale. I never drop spending below 100% as that is a sure way for you to fall far behind the AI at the higher levels.

8 Replies 13,385 Views

I'm certainly not the expert on trade since I only played games with trade in late 2005 and early 2006 as a beta tester. I quickly came to the conclusion it was better to build up my domestic economy instead so my income was not significantly affected by wars (I still lose the trade routes setup by the AI), as I pick off the AIs one by one.

21 Replies 10,335 Views

With spending 100% and research 100%, 29 NLCs on a tech capital with the Omega Research Center would output 29 X 22 X 2 X 1.5 = 1914 before other research bonuses such as racial and mining research resources. How did you increase 1914 to 17552? How many maxed out research resources do you have? Do you have a network of 16 economic starbases boosting this planet?

39 Replies 24,226 Views