Nebachadnezza

Nebachadnezza

Joined Member # 2422198
3 Posts 9 Replies 3,200 Reputation

Perhaps at higher difficulty levels the AI aggression needs to be biased to being higher. Hard to say. I played a game today (medium map) and it was constant war. I think the distances are a big part of it. If they're really far from you, they don't tend to care too much about your territory. I see this as a problem. Just because

50 Replies 29,982 Views

Perhaps at higher difficulty levels the AI aggression needs to be biased to being higher. Hard to say. I played a game today (medium map) and it was constant war. I think the distances are a big part of it. If they're really far from you, they don't tend to care too much about your territory. I see this as a problem. Just because

50 Replies 29,982 Views

I think a lot of the AI aggression has to do with map size. I play gigantic maps and very very rarely do I see any races eliminated by anyone but myself. I think smaller map sizes make the AI see war as more of an option. Maybe on larger map sizes engines should be a bit more of a priority, and distance to an enemy race should count less against war? EDIT: I play on crippling and above aswell. -Neb

50 Replies 29,982 Views

While I did not pirate the game first (heard enough good things from people I know that share my taste in games), I think stardock has the right idea with anti-piracy. People will pirate your game, with no CP or with starforce, it will happen. But with galciv, people will pirate the game.. get hooked.. visit the official site and really want the cool features in the patches. Patches really are an insentive to buy. If people don't want to shell out the money for the game even with t

20 Replies 22,738 Views

Not to mention it's by the creator of the sims. I'm not a fan of the sims myself, but if you check out the top10 pc games for april (which galciv managed to make #10), number 5 is the sims 2 which was released in 2004! Wright had made a LOT of money for EA. I'm guessing EA will probably give as much space/time as needed to the creator of the sims and sim city. I won't but it myself, as my vow to not buy anything EA is stonger than my want for this game.. but it does look

16 Replies 10,321 Views

Actually, I've had this problem before too. Not with GC2, but other apps and games. I investigated thoroughly, but couldn't figure out what caused it. Edit: I remember one occurance of this. On M:TW, while scrolling on the campaign map; it always used to do this to me. -Neb

9 Replies 2,584 Views

Ive noticed the same ever since before i installed any patches, almost always happens on the class 4 planet you get in your starting solarsystem.. Like.. Maby it grows to 2 billion, then it just stops, even tough there is food for 5 with the colony being there and all, and then way late in the game it might be at 3 billion, really wierd stuff.

9 Replies 10,081 Views

I know I've seen a thread like this before, but I can't find it. Where are my custom designed ships kept, and where are the default ships kept? I hate having to obsolete a ship every time I research a new tech. I don't want the default ship types appearing. Also, I have some custom ships that appear in my build-list, but not in the shipyard, so I can't delete them. So, am I correct in assuming that I can wipe out all of my custom ships merely my deleting a/s

3 Replies 3,902 Views

I used to be for pure weapons, especially beam weapons and engines, but recently I had a really rotten time with the Drengi. My fleets were larger and faster, and had better weapons. The Drengi had smaller fleets, fewer great weapons, and were slower. But what they did do was ambush me in a time of peace -- the attacker got to fire first, and my defense-free ships got sla

25 Replies 14,741 Views

I never build any defenses on my ships. Ever. I tend to push engines and beam techs. When your ships move 12+ per turn, and theirs move 4.. it's much better to just load up the weapons and take out as much as possible (usually the whole fleet) on that initial attack. Then again, I play gigantic maps.. and the AI seems to be designed for smaller maps (even in late game their ships move -Neb

25 Replies 14,741 Views

Activating a patch, IMHO, is downright silly. No where on the box did it say that an internet connection is needed to activate the game. And in anticipation of all of you who will say I don't need an internet connection because I can email-activate the game, might I remind you that you need an internet connection to email. When I downloaded the patch I was i

19 Replies 8,547 Views

I think the easiest solution would be to allow for multiple contrcution modules on a ship. The build time would be greater, like building a fleet of construction ships. They can be intercepted, like a fleet of cobstruction ships. They would be expensive, like a fleet of construction ships. The only real difference is that instead of building a constructor every turn for 10 turns and sending the stack out to build something useful, you build an expensive multi-constructor every 5 turns and se

21 Replies 10,115 Views

think allowing multiple modules on a constructor ship is the best solution. It still allows for interception of constructors. The only realy difference is that instead of pumping out a constructor per turn, then managing a huge stack of them; you pump out a constructor with 5 modules on it every 5 turns (insreased cost), and manage a much smaller stack. Just a convenience issue. It seems sometimes on huge maps with lots of planets that the majority of my turn time is spe

22 Replies 13,323 Views

Resource starbases, that is starbases built upon a militatry, influence, morale, research, or economic resource are empire-wide. Their bonuses are universal to all your holdings. Military starbases, economic starbases, etc that are built on an empty square only benefit planets/ships within their sphere of influence. -Neb

7 Replies 4,747 Views