shiva7663

shiva7663

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

If so, I figure planetary bases on PQ 0 planets would have a greater than normal planetary maintenance cost, due to the presumably hostile planetary environment.

7 Replies 5,200 Views

I noticed today that the Terrans kept working on the technology victory track past Discovery Sphere in a game where I had turned off the technology victory condition. The only thing I can think of to use those techs for in this situation is to trade them to other civs; since they're very high up in the track, they're valued pretty highly. If the technology victory condition is turned off, I think those "extra" technologies should be seriously devalued so that the AI's won't want to res

0 Replies 1,177 Views

Of course it's changeable, 10 is just a number. I'm not saying there wouldn't be significant dev effort involved, though. It would be great to blur the boundaries between major and minor races. Then, the "major" races would merely be the ones better off at the game start.

8 Replies 7,812 Views

You can't do that directly but I've seen a class 26 reduced to a class 2 when the torians and the dreadlords kept attacking each other with mass drivers. You could fill a few transports with troops, conquer the planet using mass drivers, gift it back and attack again until the planet is basically useless. That's brilliant, in a hideously terrifyi

11 Replies 8,089 Views

I have one problem, though: Sometimes I want to go back and change the name or description of my ships. Is there any easy way to do it? Main Menu->Options->Interface->uncheck "Remove Functional Components When Upgrading A Ship Design" Then you can Upgrade a ship type in the Shipyard by selecting it with Upgrade, then without changing anything

31 Replies 20,064 Views

The balance problem is that Superior Duranthium is cheaper and smaller than Kanvium, with identical absorption. It obsoletes all three Tri-Strontium techs as well. Superior Duranthium Cost: 70 Absorption: 4 Size: 5 + 3% Hull Size Kanvium Cost: 80 Absorption: 4 Size: 6 + 3% Hull Size Version v1.3 beta 3X last updated on: Wed Aug 30 19:23:43 2006

7 Replies 6,039 Views

There's at least one other way to do it: pursuade another civ to attack your ally, and when the ally invokes the treaty, refuse to come to their aid. It's a little more effort, but you get the benefit of "Let's You And Him Fight".

9 Replies 4,147 Views

For some races, when you colonize a new planet and it asks you to name it, you get white text on a pale blue background, which is nearly unreadable because of the low contrast. The game should use black text for greater readability with pale background colors.

34 Replies 18,139 Views

If you get rich enough with this strategy, you can just buy fleets from the AI's instead of building them yourself, and upgrade them as you see fit. I've been doing that with a heavy diplomacy/trade goods strategy, and pacifying AI's by buying their war fleets is working pretty well for me. Then again, I'm not playing at high difficulty levels yet.

9 Replies 5,513 Views

I like to run ships that are empty except for engines and life support. Then, when they come to an area of the map where I need to make a decision, I can upgrade that ship for whatever purpose is appropriate to that hull type (freighter, constructor, surveyor for cargo hulls, and "Just In Time" offense and defense mixes for the combat hulls). Yes, there's the "baloon payment" at the end when the ship takes its final form, but I'm willing to pay that price for the extreme flexibility it

4 Replies 3,175 Views

The most likely implementation of carriers in any version of GalCiv II would probably be to allow a number of "boarded" fighters to travel farther without life support, and maybe engines; a logistics bonus would likely prove too advantageous, since the advantage fighters have lies in their sheer numbers. What's tricky about that, though, is the fact that you risk re

76 Replies 407,064 Views

I've only destroyed one civ, but it says I'm at 90 percent towards conquest victory. Also there's a typo: "acheive" should be "achieve". Debug Message: Version v1.3 beta 3X last updated on: Wed Aug 30 19:23:43 2006

34 Replies 18,139 Views

Another thing a wealthy, influential non-military culture can do when they need to wage a war is use trade goods and cash to buy entire fleets (including invasion transports) from the other AI's. I try to purchase any special ships (like Rangers) that other AI's find, too. If you've at least researched the appropriate technologies (not with the intent of creating your own fleets, of course, but as a "fleet simulations intellectual exercize") you can then pay to upgrade those fleets to y

12 Replies 14,257 Views

What I've started to do is have a Class name followed by a summary of the ship's capabilities, for example: Cargo 500p 7s 5r is a people-mover that has a 7 speed and a 5 range. I tried "5.4r" but it won't let me put punctuation in the ship name. It's kind of souless, but I was having so many slightly different rebuilds (as miniaturization improved, for example) that MK 4 or MK 23 just didn't give enough info in the name.

31 Replies 20,064 Views

Debug Message: Version v1.3 beta 3X last updated on: Wed Aug 30 19:23:43 2006 (a pertinent excerpt from the debug.err file): Debug Message: Deleting previous save game. Debug Message: About to auto save. Debug Message: Save Game: About to save Deleting a previous autosave before creating a new autosave file leaves a coverage gap. Better would be to create the new autosave as a temporary file, rename the current autosave to .old, rename the new autosave to m

2 Replies 1,717 Views

I've stopped invasions by purchasing all of a civ's transports before. If you have a lot of cash or trade goods, you can really tip the scales of a "Let's You and Him Fight" situation by purchasing the fleets of one side, so that they can't rebuild their fleets in time to stop civ #2 from whacking them. Lots of fun, that was.

10 Replies 3,804 Views