Tommymac

Tommymac

Joined Last seen Member # 2419109
0 Posts 8 Replies 5,814 Reputation

I noticed that after building the ASC, I had to really readjust my sliders. I'm still learning how it works - it's like learning how to drive a high performance car after driving a Yugo. Careful building this if your empire is not economically flexible. (v 1.31) I had to really crank down the Military production slider and play with the Tax Spend rate slider- I went from making a few BC's in the black at 100% Spending (40/40/20 MSR split) the turn before building the ACS, to losing ar

6 Replies 3,704 Views

A suggestion...you can rename your starbases - come up with a mnemonic code to put in the name that you will easily understand to indicate what mods it has or needs. That way you can see at a glance when scrolling over it what it has or needs. Not an ideal solution, but one that may help.

21 Replies 11,669 Views

(probably also need to consider allowing them multiple attacks.) I like this idea. The star base should be able to fire on each attacking ship each round of combat rather than only attack once per round - this would be a big equalizer for the aI I believe that Frogboy said in a recent reply in one of his journals about large vs small ships t

35 Replies 18,308 Views

I've noticed similiar behavior one time - 1.31. There were several different aI fleets (different races - I was at war with 4 at once due to alliances) heading to attack my weak arse Korx fleets in my space, when suddenly, they all turn tail and dissappear in the FOW. When I sent out a scout to see where they were going - they were all setting coarses for an empty spot in space. Weird - but I'll not complain since if all those fleets did attack me I'd have been toast (Especially the Drath

16 Replies 7,786 Views

Ah, I see. One more question: What good is the Subspace Blaster? It's the next beam weapon after Disruptors III, but it's larger, more expensive, and doesn't do any more damage. I use it to get a few hundred extra credits when trading Techs. The aI will pay more for it than for Disruptors III. And if they get it before D III they will waste $$

6 Replies 4,231 Views

I don't waste constructors upgrading starbases past 1 or 2 basic defense and offense modules - just enough to keep the aI from sending a mini ship to attack it. Instead I build lots of constructors and stockpile them - send them to a safe rally point - and just build a new starbase immediately, with all economic/influnce/mining modules in one turn using my vast constructor fleet, when one of my starbases gets destroyed. This way I never waste a constructor on a military module that

35 Replies 18,308 Views

I would take a civ from Piers Anthonys' 'Kirlian Aura' series of books. I'd model it on the Polarians - circularity. It would be fascinating to have a mod based on that series of novels - he has conceptualized several very fascnating galactic species - wish I had the time to do one. Alas...

47 Replies 18,871 Views

Bottom line for me is that I have had this game for 8 monthes now and I still find it challenging, fascinating and most of all fun. I don't give a rats hindquarters if the aI 'cheats' (a mis-terminology to start with since a computer ai is not a conscious entity, has no conscience, is amoral, and therefor cannot cheat by definition as cheating involves a moral choice; the aI can only only follow the rule set it is programmed to use) to accomplish this - I'd rather have it the way it is

32 Replies 19,613 Views

My tweak would be to add an algorythm that counts popularity over the long haul when deciding election results - not just the week of the election. Right now, there is no reason to lose one as you can just set your tax rate to a very low % the week before elections, win, and kick it right back up to an oppresive burden on the people again. Wash, Rinse, and repeat next year. Yawn. (Hey, maybe the game is realistic...kinda like how petrol/heating fuel prices seem to decline a few mont

11 Replies 7,137 Views

Hmm...in my current game I am constantly having to watch out for fast Torian transports escorted by 12 speed fighters...(I killed a few unescorted transports and suddenly the aI started to escort them)... it is less than 3.5 years into the game, and most of the aI have WARP or WARP2 engines compared to my Impulse 3 level. 1.31, Tough, large galaxy, 7 opponents, abundent, normal tech speed; advanced aI algorythms enabled, playing as Korx. Hell of a game - I am having a hard time keeping

74 Replies 29,011 Views

I love the concept for the Streamlined Tech Tree - it sounds innovative and much more FUN! Not just compared to GC2, but to all civ-style games...one tech tree seems just like the others after a while; the concept has gotten stale over the years, IMHO. Thanks for having the huevos to try something new....Milestones sound great!

36 Replies 47,276 Views

I will never buy any software that uses CD-Copy protection, or other intrusive measures. I guess I am a memeber of the 28%...and damned proud of it. I bought a game last year, can't remember what it was now...and it would not run until I removed Alcohol 120%, a legal program I legally purchased ,licensed and use in my work....needless to say which one I uninstalled.... Kudos to Brad and Stardock...

42 Replies 28,503 Views

As a casual gamer who has ordered the pre-release version - I would be glad to be patient and wait until after the X-Mas season. You have my $$ and my support whatever you all decide to do. I am not a teeny-x'er - I am a mature professional who loves 4x games, and quite honestly, the next few months are my busiest time of year, leaving little time for serious gaming. Your original release of GC2 in February was perfect - it caught my attention because there was not much else

73 Replies 81,160 Views

NAV is one of the most mediocre AV's out there. Has been since Symantec took it over. All marketing fuff. It is a resource hog, and it is not the most effective at catching critters. Try NOD32. I recommend it to my clients. It uses 1/3rd of the system resources NAV does, and very very few wild critters get past it. (and since it uses less sytem resources, there are more for other apps....such as running GalCiv2 with the advanced algrythms.... <img src="http://images.stardock.com/gc

22 Replies 14,456 Views

Patch the game to the newest version. The game needs to run with regional english settings. You are using Polish. See this thread for details. https://forums.galciv2.com/index.aspx?ForumID=162&AID=109533&p=1

2 Replies 1,245 Views

Planetary defenses are last ditch. I never rely on them. Never build them except for a fleet manager once in a while on a quick build as needed. I concentrate on mobile fleets to prevent the opponent from reaching my worlds to begin with. Planetary defenses are good in that they may force an opponent to use more than one transport to take a world - other than that, they are static defenses, and static defenses are always defenses of the last resort.

14 Replies 5,071 Views

Yes they are 'cheating' - at anything above tough level. SD has said that many times. They don't hide it. At higher levels the aI does not have to build a lot of factories or banks - it gets the bonuses. So it builds things it sees it needs - morale and entertainment stuff. Why build things you don't need? That is not dumb - it's excactly what a human would do. It's is annoying to the conquerer - us, as we have to build factories ourselves. Not a bad strategy, really

36 Replies 21,333 Views

You don't have to use SDC. The updates are available on the Download page here. What email activation file? All you do is put in your serial number. There is no email validation that I remember. you cna have your serial number emailed to you after you register if you lose it - is that what you mean? I have tested that out - and for me I get it instantly. Several times. I have never had an issue figuring out SDC - it is a simple, clean interface. My only issue is my f

15 Replies 8,486 Views