Chibiabos

Chibiabos

Joined Member # 2382123
39 Posts 361 Replies 2,452 Reputation

This may not be a bug per se, but its something that's been eating at me ... the Warp Engine Mark V component seems utterly worthless. While it is faster than the first four warp engines, the space cost makes it less efficient -- you get less speed per space. Warp Engine Mark IV gives you a speed of 3, the Mark V give syou a speed of 4 ... the space requirement varies by ship class of course, but check it out in your games -- multiply the space the Mark IV takes by 4 and compare

4 Replies 3,135 Views

I generally build farms on planets with entertainment bonuses I take advantage of to help mitigate the morale problem. There have been a few rare instances when I've gotten both entertainment and farm production bonuses that have made for some very sweet money-making colonies.

24 Replies 14,235 Views

When you have the Advanced Colonization mods and have built the Orbital Terraformer, those low-class uninhabited worlds are sweet wedges ... the moment you colonize, that pathetic Class-1 is now a Class-15 or so. It works well for wedging into opposing AI territories, expanding your influence or at least giving your civ some breathing room in a sort of "second wave" of colonization after all the regularly inhabitable worlds have been taken.

32 Replies 36,437 Views

I wish, instead of automatically changing all tiles needing it, that the Terraformer would just upgrade all planets by, say, 10%, with a minimum of 1 PQ class improvement, because PQ5 and below rarely seem to have any yellow, orange, etc. squares you can make habitable.

2 Replies 5,761 Views

I use cargo hulls to create very beefy scout ships with enough engines to make them the fastest thing on the map. In war, I use them as mobile scanners to help guide my armadas to enemy ships and give me early warning against enemy transports.

20 Replies 12,925 Views

I think it'd be a lot more useful if anomalies randomly appeared throughout the game, instead of all just at the beginning and gone fairly quickly.

28 Replies 15,243 Views

Weapons, at least, shouldn't have any size relevancy ... that's just assinine, actually ... a small ship shouldn't be allowed to have more weapons to fit in a smaller space that do the same damage as a large ship's weapons ... no reason for a huge ship's Laser I to be larger than a small ship's ... that's rather the point of huge ships, in fact, to pack on more weapons and armor ... armor I could see some value ... the bigger the ship, the more armor you need to achieve the same level of protect

32 Replies 35,034 Views

Yeah, trying to figure out these boards is frustrating. I don't have much of a story to tell, except my four games I have posted to the metaverse thus far were each accomplished without initiating any war, and not getting in a single war with any of the major civilizations. Unfortunately I upped the difficulty a notch on my current game, and after failing to gain a foothold in my territory with colony ships to several lesser worlds within my territory (my influence is too stron

4 Replies 4,240 Views

And for a concept that's rarely tried (and probably no one else would care for, but on the off chance some might like it), how about some sort of animal group game ... you could, say, control a fledgeling pack of wolves, herd of horses or deer, pod of dolphins, etc. and guide them to improve hunting (or for herbivores, make them faster and more adept at evading the predators). I dunno, might be a bit too kiddy of a concept for most players. Maxis dabbled a bit with SimAnt (which was just ants,

98 Replies 74,465 Views

I'd like to see a remake (or an original game very similar to) Interplay's M.A.X. / M.A.X. 2 ... even just incorporating some of its ideas into, say, GalCiv III. What I really like about M.A.X. was its approach to supply. I think its conduit system could be simulated as internal trade routes in a game like GalCiv. I also liked its approach to research and unit upgrades ... there were several ways to upgrade units, among them general research into things like weapon range or armor stre

98 Replies 74,465 Views

I had a drop to desktop crash, and it drops to desktop if I reload from Autosave (because I experience frequent crashes, I set my autosave to run every turn). Debug Message: Version v1.1 BETA-1 last updated on: Fri Mar 24 19:54:46 2006 Debug Message: *********DXDiag info follows.********* System Info Time: 3/24/2006, 23:00:12 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: CHIBIABOS Operating Syst

350 Replies 159,749 Views

I don't suppose there is any way to 'see' what a starbase's effect radius will be BEFORE building a starbase? Sometimes I'm trying to get that *exact* placement to maximize how many planets will benefit from my econ bases, but I get it off by *one* square and I have to destroy the starbase (or reload from autosave). If there isn't a way currently, would be a nice wishlist feature for an upcoming patch. ^^

9 Replies 10,563 Views

I noticed my morale suddenly plummetted to 1%. I checked my planets, and they report my morale bonus as being +-(some gigantic number) That's + (plus) - (minus) some gigantic number. :/ I tried to reload from autosave, but it didn't work ..... suddenly, blam, my morale is 1% even if I bring taxes to 0. :/ And this was a Metaverse game (first time I tried to do a Metaverse game) ...

317 Replies 88,747 Views

I've not only turned a minor race, I've turned AI homeworlds. Its not that easy, though, I had to build a massive infrastructure to generate the research to shoot ahead of the AI (ESPECIALLY the Terrans who love to try and win through cultural domination) for Influence techs (both for my colonies and Influence space stations). But it worked! I've turned every last colony of some civs (and generally wind up winning through a Cultural conquest victory

4 Replies 6,620 Views

The neat thing about GC2 is the ship design ... you start with 3 different sizes of ship hulls -- tiny, small, cargo. Cargo is indecent for combat, since its the weakest of the bunch in terms of its hitpoints ... but I think it makes a *terrific* sensor platform. Why? It has way more space, so you can stick a LOT of sensors on it, and just a few sensor upgrades makes it even more valuable. I find this very useful to monitor my territory,

1 Replies 2,739 Views

On Normal game level, I'm finding the AI colonizes way too quickly. I have found the only way to beat them is to keep buying colony ships -- even before you reach the first neighboring star system -- and keep buying them until I run out of money. I don't like doing this, as I like to use my money to buy a factory for my colonies, but if I don't, all the planets will be taken. I've even gone to me

0 Replies 1,784 Views

>_ Okay, yeah, I'm an idiot who plays too long and wear myself out playing, but ... really ... for the umpteenth time, one solitary enemy troop transport slipped past my defenses to a lonely colony I had. How about some kind of built-in alert when you are at war to mark when enemy ships are detected in the senor range of any of your ships/colonies/space stations? Yeah, I know ... I'm learning more and more to zoom out on the mai

3 Replies 4,181 Views