shiva7663

shiva7663

Joined Member # 2432840
1 Posts 30 Replies 8,490 Reputation

It seems like the Quarterly Reports (both DL and DA) have always been extremely biased against the player in the list of top civs. I've been in 10th place before where I was three times as large as the next largest civ, and #1 in all but a couple of individual categories, where I was 2nd due to tie-breaker. It's pretty annoying that my efforts are not properly acknowledged in the Quarterly Reports.

4 Replies 2,942 Views

You CANNOT fleet ships and SBs together (despite the fact that SBs have logistics values), so your ships will never show up on the battle screen with your SB (in the current version of the game, it might change.) I think you could justifiably file a bug report on that to better bring it to the attention of the devs to get it changed. If you move your fleet, the SB would have to automatically leave the fleet, but that doesn't seem like a particularly big prob

25 Replies 9,696 Views

One of the best computer decisions I ever made was getting a scanner that came with a limited copy of Adobe Photoshop (which I upgraded to the full version). It was a chunk of change, but I've never regretted it.

20 Replies 11,659 Views

If I can afford it when playing Neutral, I like to demilitarize the other civs before they attack by buying their ships and decommissioning them if I don't need them myself for a credible deterrent force.

57 Replies 32,238 Views

With enough miniaturization, does it work to add a Colony or Troop module to a Spore ship? If so, that would help with the low population spore conquest.

10 Replies 7,457 Views

Changing the xml for the Galactic Resort that way just makes it a beefed up morale building. To make it have a civ-wide effect you'd need to get rid of its MoraleBonus entry and replace it with an AbilityType 4 and AbilityAmount pair. Or perhaps use F_AbilityFactor, but I'm not sure just how that works yet.

57 Replies 32,238 Views

the ships have to be their for a turn for the bonus to take effect Ok, that explains some of the things I was seeing: I expected the bonus to be visible as soon as a ship was launched from orbit right after being built, and the bonus wasn't there.

28 Replies 20,825 Views

It's just that the last time I tried this, I had Gravity Accelerator and 4 military SBs all with Stellar Wake and Inverse Tractor Beam modules in the zone and the no-engine ships maxed out at speed 6. I'm running the 1.7 second beta version of DA at the moment.

28 Replies 20,825 Views

I do this. I bolt a Constructor Module on to a Tiny Hull and call it 'Dummy Constructor', which costs only 95 mp. But what has this got to do with your main topic anyway? The Tiny hulls don't have room for engines (until you get a bunch more miniaturization). There are no Super Projects or Galactic Achievements that boost your overall speed. In my second paragraph, "by taking advantage of the various boosts" I sh

28 Replies 20,825 Views

Has anyone tried the strategy where you don't buy engines for your ships and just use all of the various Ship Speed bonuses available in the game (bonuses from Drive Speed technology, Ship Speed boosts from Military Starbase modules, Gravity Accelerators). Basically, just making ships by taking advantage of the various boosts just having the technology or trade goods, special projects and Galactic Achievements? You can get lots of dirt cheap ships that way, but you have to make a speed

28 Replies 20,825 Views

a better alternative to the issue of the AI being unable to deal with sneak attacks So that's what this is all about? The answer, then, has to be to improve the AI's ability to deal with the possibility of sneak attacks, instead of building up a baroque set of artificial game mechanics to compensate for that lack. Ok, I THINK that I have talked Brad out of trying to counter sneak attacks So the de

178 Replies 185,264 Views

Morale Building Improvements: (version 1.7 beta 1) These are modest, but positioned at a critical spot in the development cycle. Entertainment Network (the 1st level morale tool) - increased from +5% to +10%. Multimedia Center (the 2nd level morale tool) - increased from +10% to +15%. Other morale buildings, colony morale ratings remain the same. Are these changes significant enough to revisit the "all morale buildings are completely wort

51 Replies 30,277 Views

One Trojan Horse strategy would be to launch Colony ships and upgrade them to Troop ships when they arrive at the target planet. The downside is that it still gives the enemy the upgrade period to react (which is still a shorter period of time than running a regular Troop ship from home to destination, though). However, I don't know how well AI civs can detect what a ship is being upgraded to.

23 Replies 14,200 Views

No, seriously, you want an explanation? Okay: Tachyon fields! Don't worry if it doesn't make sense, since...you know...most of the technology in the game doesn't if you think about it too long. Tachyon Fields? Ok fine. Put that in the tech tree somewhere, and then we can upgrade starbases with Tachyon Field Generators (of various strengths depending on the level of the technology) by building Constructors, and give Super-Isolationists appropriate benefit

76 Replies 88,024 Views

you cannot not declare war on someone while in their borders in Civ IV. (Well, you can, but all of your units will be moved outside of them.) In fact, you cannot move into their borders, period, without either having their permission or declaring war on them. Sure, it might not all make a lot of sense from a realism standpoint, but The bright and illuminating hand of Amaterasu did not prevent the Japanese from attacking Pearl Harbor. GalCiv II doesn't ha

76 Replies 88,024 Views

That's a straw man argument, Ms. Jones: pointing out the other logical inconsistencies in the game system does nothing to invalidate my concerns about technologically enforcing speed limit treaties, nor does it justify inadequately rationalized game mechanics altogether.

76 Replies 88,024 Views