Kalin

Kalin

Joined Member # 2423659
0 Posts 53 Replies 10,700 Reputation

This behavior appeared in beta 1, not 1.0X, but in beta 2, it is an option, quote from change log: + Added "Remove Functional Components When Upgrading a Ship Design" option to the option screen. This is ON by default. Turning it off will leave the functional parts on a ship when you upgrade it. You will have to rem

9 Replies 5,024 Views

Oh don't get me wrong, I'm not calling you or anyone 'tech whores', just that specific tech trading strategy (buying tech and then selling it to everyone else for profit). I understand completely that a 'responsible' trader would be upset that it is no longer fair, but the fact that you HAVE to be responsible is the problem. Basically, that's like saying, "oh, the AI is dumb about this, so I can't do that or it won't be any fun." As you can see, that d

148 Replies 173,425 Views

First of all, if you don't like map position, ctrl+n will generate a new map with the same galaxy setting, so you don't need to restart. It's a lot faster. Granted, it's also a bit abusable, but until a better placement system is put in place, it can't be avoided. Second, the reason why they are out tech-ing you is because they are trading technologies with one another. If you have money to spy on them, you would see that their research spending is abysmal when compared to yours

5 Replies 5,743 Views

I believe their policy on this is: if you're a registered member with a valid serial and account, you can download anything and everything any time that you like (reads: as long as Stardock exists). It's an ambitious goal, I admit, and I'm not sure how well it will work out years down the road, but I'm pretty sure that means you can download the collectors edition material when you finish building your new computer. PS: My regards to losing

5 Replies 8,210 Views

So, does anyone ever seen the AI build capital ships? Yes, the Altarians and Humans like battleships a lot more than most. The others seems to like mediums in my games. I think you need to play on larger maps so that the game lasts a little longer and give them some chance to research the appropriate

51 Replies 27,263 Views

What difficulty are you all playing at? The ai has no problem defeating my starbases. His fleets are at usually 30 + attack, with shields and with 100s of hitpoints. I dont know whats going on in your games. Either the difficulty is too low, you are very good at the game or the enemy you are fighting is poor economically. In whic

51 Replies 27,263 Views

I'm pretty sure militaristic means he is militaristic, you can see this in one of the racial/culture reports during the diplomatic "speak to" talks. It'll say, they are moderately militaristic or something like that. Another words, it's not you ^_^;; BTW, it might be wise to build some military ships to "look" like you have a chance against them. It dooesn't matter how 'nice' you are, if you look like a baby with lots of candies, they will

8 Replies 7,931 Views

But yes, if you produce (in that area) four times the influence of the native planet, and their morale is below either 60 or 40 (I forget which), the game will generate a random choice to flip the planet or not. You normally only need one or two if you have a nearby planet with lots of people. Actual

5 Replies 4,723 Views

So what I've done is make the starbase militaration techs cost more to get to. The first one is still relativley cheap to get to, it's defensive in nature and we still want people to be able to use them to give their home units an edge (or even offensive units an edge). But the subsequent ones cost on par with what the higher le

51 Replies 27,263 Views

There are various penalties for being "evil", UP issues, random events, many REALLY bad things happen to evil races only. If you are going to play good, choose neutral or evil choices and rush for xeno ethics. Pay the cost and you will never encounter those events again.

19 Replies 10,740 Views

I believe what the Galactic Privateer does is prevent your trade route from being canceled if it is attacked and destroyed too many times. Unless you are losing trade routes, it is working as intended, although I admit it isn't worded to explain that very well.

16 Replies 13,061 Views

However, the idea that a starfaring nation has no planetary bombardment is ridiculous. Slap whatever limits you want on it (low damage, low effectiveness, must hold uncontested orbitspace etc) but even rolling nuclear gravity bombs out airlocks would suit me fine. You SHOULD be able to destroy infrastructure without invasion - it

13 Replies 14,765 Views

I'm pretty sure he meant making customized tech trees for each race, as those are related to technologies. Since they are specialized, you don't want everyone to end up with them because they are traded away/stolen from. FYI: there's more than one way to steal technologies, invading planets works too. I don't think he means to shut down the entire tech tree, he just wants specific technologies to not be stolen/traded away, hence the need for a tag to d

7 Replies 9,940 Views

Have you tried giving them negative pop growth bonuses? (IE: give Terrans -80% Pop Growth and suddenly he will grow 1/5 as fast as before). I haven't tried it for negatives, but I'm pretty sure that's the only way to change population growth right now. You'd have to go through and change all the others as well, of course.

7 Replies 5,628 Views

Cloaking: cool, but the AI has enough problems handling surprise attacks as it is, if you ask it to handle cloaking too it would die a horrible death. Multiple sensors: you would just have two cargo ships full of sensors sitting in one tile instead of one. Fun idea, but useless gameplay wise except making the AI put more effort into AWACS, which it doesn't even do now. Huge weapons that toast planets: Terror Stars... it might come

13 Replies 14,765 Views

In most cases, it's a complete waste. Factory and Research bonus tiles just multiplies the PP (Production Points) and RP (Research Points) that the facility generates. While the respective "Capitals" have a set percentage that they add towards the planet's total bonus, and that bonus isn't affected by the tile bonuses (two different values). The other three tile bonuses: Food - only affects amount of food produces, IE: farms.

7 Replies 10,290 Views

I've been requesting this for a while too, I think the dev have seen it, they just haven't said anything about it. The only thing to do is wait and see if it comes. I think they like keeping us in suspense. PS: It shows up, it just takes a minute or two. Of course, then it gets buried by more recent ones, so you don't see it right at the top... <

7 Replies 9,940 Views

They are suppose to disappear. Anomalies are to be "surveyed", and only offer their benefits once. What you're probably looking for is a "Resource", which you use Constructors to build Mining Starbases on. These two are very different things.

11 Replies 7,053 Views

First of all, I'm not sure about new tool tips in 1.1, I think they are adding that in, then again, I really can't tell the difference, because I don't really need them. I've played enough to figure out what they do, so I haven't been paying attention to th at. With that said... 1) Planet production in 1.1 will be simpler to figure out than in 1.0x at least. In 1.1, just take all your factories and the amount of PP (production points) that t

4 Replies 6,000 Views

1. Modable, you can just take out all the technology names in the various races and everyone will have to research hyperdrive on their own (quite fun actually), although you will still start out with your flagship and colonyship... lol. If you want to get rid of those, I believe removeing the core colonyship and flaship design will work, although I haven't tested that. If you really want to be fancy, you can make a scenario, then you can set any number

1 Replies 2,627 Views

@ Galactic Ambassador Jeez, have I EVER said that hangar's don't exist in other sci-fi universes? No, I don't think so. Although it's pretty damn clear that it doesn't exist in the GalCiv universe, as far as it is being represented, Here I am, offering you suggestions on how to go about putting something like that into the current game despite it's limitations, while waiting for your hangars, and all you can do is flame me about it... I hav

24 Replies 11,145 Views

If you don't use the metaverse, simply mod the structures to reflect the value that they produce. So if your initial factory with 8 production cost 50, then make the industrial sector with 22 production cost 138 (137.5), instead of the 800 or so that it was in 1.0x. Do this for all of the buildings, and problem solved. You should be able to buy one or two of them, and then the rest should be much faster as well. Conversely, you could just copy the init

15 Replies 12,102 Views

True. But it isn't because that there is currently an offensive tactic against which the AI can't defend that this rules out the need for a better calculation of military rating, depending if you are attacking or defending. The idea was to allow the AI to better see who are easy targets and relatively tough targets, WHEN h

51 Replies 27,263 Views

I completely agree with you, most of the time I have to turn the option off or avoid it like the plague. Sometimes, just by building a strong economic backbone, I would assimilate most of my neighbors without a single Influence Starbase in sight. The recent changes have made the rebellions even faster, so the other side never has a chance. I have to intentionally ignore the culture tree just to slow down this effect (perhaps making these tech a lot mor

10 Replies 5,550 Views

Actually, the game can generate a planet up to PQ 100 (from the planet file). But as you can clearly count, anything above 72 is pretty much useless. Instead of some people who just raised planets PQ to a zillion, I used a mod that increases the bonus tiles that Soil Enhancements, Habitat Improvement, and Terraforming gives. I haven't mod the game again since I switched to the beta, and have been missing it quite a bit. If you're looking for more tiles

10 Replies 15,483 Views