No, its the same sytem, same settings Im able to run DL fine on almost indefinitely. But DA performance definitely degrades the longer I'm playing, and will eventually crash after a few hours(on large maps, anyways). Ive taken to just restarting the game ever hour or so. I have 4 gigs of ram I use for CPU based CG rendering. Ill keep an eye on Memory usuage while Im playing, and If I can see a pattern, Ill post system info. Wont be playing for a while though, I'm in the middle
Bingjack
I dont let other civs build any galactic wonders I care about anyways. The ony time this is tough is in the very beginning when youre racing the Arceans to build diplo trans(when you wouldnt have the economy to build spies anyways). After then, everyone in the galaxy is too busy waging the wars I engineer from behind the scenes to bother me much, or to rush production on any wonders. Once again, spies worthless in this regard. You can supress industrial production to *
Which is why you should never rely on trade for income. Its not worth much, and it comes and goes too easily. Trade should only be used as "diplomatic hostility supression".
Theres no need to put engines on defensive ships youre just going to park in orbit, and a good way to get the m0ost bang for your buck for defensive craft. I call them "defensive drones", and put them in orbit around border planets. Im not sure, but I think the computer does the same thing with dedicated defensive craft...at least, thats how Ive always interpreted the no-engine thing...except that sometimes it then tries to fly them around as well.
DA currently screams "memory leak" at me. Itll be fine when I first start playing it, but the longer i have it running, the slower and more "jerky" everything gets, eventually leading to a crash. And it *will* eventually crash, every time, If I dont restart the program from time to time. Mine is not a "lo-ram" system, either.
I play on masochistic, large maps, max cpu. Even rated at second or third overall, I get hit by a wave of 2-4 spies every 4-6 turns. Regardless, the idea that people have to play on the hardest game setting in order for espionage not to suck is absurd.
Yes, youve never gotten trade ships back when when cancelling a trade route. Nor do you get constructors back when decomissioning a starbase. As for espionage, there are a number of threads on the new esionage system on the first couple pages of the forums. A casual perusal of the forums or use of the search function would turn up more info than i could give you here.
I get this on all my games too. Its like the "one per world" limit doesnt reset if you stop production on a power planet, so you can never build it again on that world. I have to reload a game if I forget this and make the mistake of destroying or stopping production on one. However! The op insists this in not whats happening to him, he says he's never even started building one. In which case, Ill suggest a couple easy mistakes Ive made: 1)Have y
One thing I'm curious about. Do AI races espionage each other? Posters have described having to keep a pool of spys available as every other race is spying on them. If I'm in a game with 9 other races and they all spy on me alone, I would be very hard pressed to keep up. Galen Yes, they spy on you in relation to how big of a "threat" you are. If youre the number one race, you will be assault
His ship had a 650 missle attack, fer chrissake. Cheesy ships are going to make for cheesy situations. That was far and away an exception, not the rule. i've watched this conversation with interest. i agree to an extent that mutual destruction makes more sense, but 'making sense' in a fantasy game shouldn't be the bottom line: fun and balance should. i'm not sure how much this rule would unbalance the game,
Id be open to a rule , though, that reduced the attack/defense score (if any) of any ship that won a victory in this manner to zero until it was fully repaired, to simulate critical damage. Well, something like that could work. I'm mostly against a ship that should be dead going on a rampage due to it's 1-hitpoint-rule armor. Believe me, it can happen. I lost 14 tiny fighters
A single ship with 1 hitpoint will not survive an encounter against another fleet (unless youre the arceans using your powerful first strike ability). In the first post, Entropy Avatar described a situation where a 1hp ship won many battles in a row, and super warrior wouldn't have made any difference. I vote for mutual destruction. His ship had a 650 missle
It's more realistic if a 1-hitpoint ship with no defences can continually wipe out attacking fleets? If a ship is dead in space with an imminent warp core breach, the best way to represent that in the game is to kill it, not let it move around at full speed and weapons and fight five more fleet engagements. A single ship with 1 hitpoint will not survive an encounter against another fleet (unless youre the arceans using your powerful first strike abi
Shhh. Youre giving away our best secrets
At least the old system was optional...which was fitting for something of such dubious merit. This time( though still of dubious merit) its forced on you as a money drain, just to keep agents off your worlds. I too would like to simply disable it and be done with it until some more thought goes into the system. In the meantime, an option to disable it altogether in game setup, or better yet, maybe a toggle to choose "dread lords style" ( not because it was so good, just because i
There's a rule in the game where if two fleet annihilate each other, the fleet that's deemed stronger in terms of total attack and defence will instead survive with one hitpoint. I think this rule is unrealistic and unneccessary. It undermines the value of defence and creates some really cheesy situations. What's wrong with letting them both die? That seems like a very possible sci-fi outcome. If two egg-shells wielding sledgehammers meet, the result should be
The topic is good sci fi books, people. Which movies "suck" and why "my tv show is better than your tv show" never goes anywhere good. I'm not a mod, just someone who wants to hear from everyone about good literary space opera!
This is my favorite event. Its like christmas! Im making 9k a turn in my current game durring the economic boon. Its totally random, so you cant build strategies around it. Its not over powered....well, I mean it is...but its overpowered for everyone equally (though a player is always more dangerous with money than the AI).
The larger the map, and the more planets available, the more the ai will be able to entrench, expand and build up infrastructure before the player (or another AI) can get to them. I personally dont think the game is really experienced short of a large map, because ship range/sensor range doesnt start to become a real factor until that sized map, though it takes much longer to play. Let me insert my obligatory observation on how life support (ship range) and sensors should scale wi
Well, now youve gone and done it.
Yeah I know, that would be the only major problem with making a Gal Civ Dune Mod. However, through lots of research and study of the books, it is feasable to try and show the space side of the Dune books. It's there, it just isn't talked about as much. It wouldn't be a perfect mod just for the fact that it takes place in space... but it would be cool to see the politics between the houses in action. The books do have space segments, only a few sure, but we could build
I find the impact from upgraded/maxed asteroids to be significant, but its a collosal pain to get there. Certainly , I never have time to research the mining tech befoe the games over, and if I pick it up in another fashion, it takes forver to get the mines upgraded. Ive found myself turning the number of asteroids way down in my game to reduce "busy work". If there were an "auto-mine" option for mine ships to reduce micro, like auto survey, I might feel diferently. If there is
It seems to me, the current espionage system is missing a corresponding tech tree. Im aware of the "counterespionage" tech, but that isnt quite what Im talking about. Im talking about a tree that increases the effeciveness of, or reduces the cost of training agents over time. The default version of the system feels like the "base" version of every other mechanic in the game...i.e, alomst impossible to excel with until you put some research into it. In my current ga
I play the Yor more often than not, just because theyre "robots" (cybernetic beings if you want to get hoighty toighty), and thats *kewl*. However, I am aware that on paper, theyre (arguably) the best race in the game, far above any of the others. Theyve got probably the best spread of the most useful abilities of all the races, two of which cant be replicated in any other manner( short of modding), near immunity to one of the games victory types (culture conquest), one of the best spreads of
Small ships are good at the start, but when you get going and are researching bigger and better hulls and ships you can't beat getting a huge hull and creating a Battlestar class starship! That's the point, as I see it. Large hulled ships work nicely when you're already winning, but you need small ships to pull out a win when you're not. It doesn't take much strategy to win a game you're already winning