Had a thought regarding starbases and keeping them alive later into the game. Apologies if this has come up before but... ...make them shoot more than once per round. As you upgrade them, let the modules add to the shot count. For example Battle Stations I shoots once, Battle Stations II adds another shot per round, Battle Stations III adds another shot per round... or two or whatever balance requires. Or whatever module you want to attach it to.
gmjapan
4 modules? no real problem. Put 'Battle Stations 1' on to keep simple attack craft at bay, then put 3 mining modules on to get the bonuses. You wont ever stop a fleet since no matter how many weapons you put on a starbase it can only shoot once per round in combat so it can only ever kill 1 ship at a time at best. By putting one Battle Stations you stop cheesy outdated ships wiping out your SBs if you are at war. Or you could get 4 mining modules and just 'suck it and see' how long
Build ships and keep redesigning them to match your needs. I always redesign constructors to include more engines and more life support. Its easy to overlook them but during other peoples wars I grab all the resources that the war makes available.
If you built an Economic Starbase with planets within its influence sphere you can add 'production' modules to it and those bonuses would appear in the Planetary "Starbase Bonuses" box of the planets nearby. Economy Starbases are very powerful things; money and production bonuses in one little package.
I have never had significant cash from trying to sell weapons tech and / or ships to the AI even when I have an 'incredible advantage' in diplomacy. Even if they are at war they offer pittance for a ship. Even if they are begging for help I cant sell them a ship at a decent price. And I am only at challenging level...
I think the problem stems from being at war with nearby AI that are competitively comparable to you early on. Tech is low, logistics is low etc. A difference of 1 or 2 in the right attack or defence area can turn a war around. In every battle you lose ships, sometimes you just plain lose. So you find yourself redesigning ships every other turn because that new laser III gives you space to put armour on (or sensors or whatever). Even though a new mark I will take more space than an old v
(Medium map, random 6 AI at challenging, no tech trading) Just sharing... I tried a whole new approach to the game the other day and set up a custom race to use influence, as much influence as I could lay my hands on through race ability and party choice. My main theory was that by removing points from Economy and Trade, I could assign them to Influence and not be in trouble financially because more Influence means more tourism bc's. Most theories have holes... The star
not a bad idea at all. If the Auto Update took all your laser II's and automatically made them your new laser IV's, your Warp I drives to Warp II's or whatever then you could look at the space left a decide whats missing. I like the sound of that button.
I always look at the numbers changing for a while and try to recognise the lowest being displayed and then the highest. Then I wait for the lowest again and click 'attack'. Because the numbers scroll so fast, by the time I click, the lowest number is long gone and replaced by something higher. Now I dont always get a really high number doing this but I never get the lowest and this is the reason I do it. Another thing I tried that didnt last long was to look at the ot
It crashed 12 times straight so I downloaded all that SDCentral stuff, ran smartexception, ran galciv2, loaded the game and... it now works. First time no hass. Confused but happy. Thanks for the reply! Now that the game loads, there are 3 new lines to the end of debug.err Debug Message: Updating ZOC. Debug Message: Random Event: Begin Debug Message: Random Event: End
Looking for help with my current game, it crashes everytime I hit end turn. I just updated my video drivers but no difference. I want to try and rescue this save if I can (and avoid the problem in future!) I have another, much older save I could go back to but to be honest its so old in comparison I'd rather start a new one! I am a custom race and it seems an altarian fleet loses against the minor race fleet and then it CTD after the battle. Thats the last thing I see anyway... Here
Hmmm, gotta pick up on two things here: @RAS1310 The only change I would make, would be to introduce an option so that you don't know where the other players are until you meet them. You can already, the option is a tick box when you create a game "Hide start locations" something like that. @zyphyr <TABLE cellpad
The other use for cargo hulls which is the expoit I heard of was putting 1 weapon, some sensors and cramming the rest with engines so you get an uber fast, 1dmg ship that can see far. It is used to intercept DL troop carrirers and stop them invading your and your allies planets until you can handle their real ships. The speed keeps it out of combat and able to catch the transports in-time. The DL cant do anyhting if they cant take your planets.
If you are spamming colony ships from the PQ4 planet as well then they will only be launching with a handful of colonists. What you need is 500 or so to keep your new planets making better money alot sooner. You may be killing your own civilisation with small initial colony sizes. This means no tax revenue for a long time. I am also a builder over a buyer for the early game. I think I have bought a couple of colony ships early but they are usually part built to cut down the
I get techs from espionage but it is usually after I have maxed out a few techs. So it is usually late(ish) game when it happens and by then "Laser IV" isnt going to replace my "black hole gun" anytime soon. It nice to fill in the gaps though and not just get the pap stuff from invasions!
So how about expanding that hyerspace gate idea a bit further; make it so you can "link" the gates on two barren planets (both from uninhabited) systems that would allow rapid travel between them. Just make the gate a structure you can build on them with a constructor module or something. Then whenever you have 2 gates created, link them up. Limit each gate to 1 other gate. You would still have to travel there to set it up. If one end gets blown up, both are gone. There are plenty of
Odd that two troop transports can have the same capacity as planet Earth currently ~6bn. They must be really big spaceships.
I believe the changes are just to balance the AI in the battles but I would prefer that some technology played a part in deciding the capability of the defenders to retaliate. You mentioned speed and sensors and I agree with that completely. I think it would be great to jump in from completely beyond AI sensor range and get the battle played out the way it is in v1.11. Sacrifice speed for weapons for the attack bonus. Great stuff. How about some "soldiering" tech that affe
I think its a good idea as an option. Strategies would completely change for it. And whats all this nonsense and trickery? The universe IS flat, just like the Earth!
I gotta admit the building levels leave me confused sometimes, your example of the Bank v's Stock market is an extreme one but not the only one. When I first played I just went up the techs a bit at a time and didnt really pay attention to the bulding stats. You're right blubeholder, a bit of knowledge here can drastically alter your game. I only (?) play Tough at the moment, 6 AI on a medium map usually. I just lost my last 2 games but I let everyone build up. I see alot of the AI i
143kilos per person, thats nothing. Being part of a space faring Civ is hunrgry work you know!
edit: double post
The suggestions sound too much like some Master Of Orion game I played a while ago; heroes and space marines capturing ships. I dont need another one of those games - got one already thanks. I want GalCiv to be something else not some lame-o clone. There is nothing original in those suggestions as they all are parts of another popular game or two. Hmm, that sounds a bit harsh. Its my opinion, I just prefer games with a different flavour not rip-offs and wannabes
Never left Uni Translater that long before. The amount I speak to the AI I could almost ignore it for ever...
Who is Mickey mouse?