'1) this way the game is prone to a constant war. No way to win in other ways. No peace. I suppose they'll get back later.' The AI currently doesn't do much but war because most of the game functions are only partially in, and coding the AI to use some of them would involve rolling it back and recoding them when the complete versions are in. That is perportedly the reason the AI doesn't use Starbases right now. The AI code was pending the implementation of resources. As for w
Arturus Magi
'I am not ever going to drop a colony on a planet weaker that say 10 but why could you just not use the same device that creates starbases on a planet rated 1 ?' I'll agree, it's not the kind of thing you want to do often. Remote mining, which is what you seem to be suggesting, is something entirely different from colonization, and even if it wasn't, you claimed that 'uninhabitable' planets weren't colonizable, which isn't the case. It's just a very bad idea unless you have th
Just the planet list, and apparently only when a planet with high production exceeds whats left on that last turn by a significant amount. It doesn't appear often with the social projects, but that could be a side effect of the High-tech Ship event and the shipyard type improvements.
'First you should be colonize and keep planets that are not habitible' 'Uninhabitable' planets already are colonizable. I've dropped colonies on class 1s before, and it's possible to get class 0s now. You're not going to get much out of them because either population or morale is going to be disasterously low (or most likely, both. 1M pop. on a class 1 only has a morale of about 50%). Low pop. == low production. Low morale == low production (and rebellion, once beta 3 is ou
From what I can tell, only techs do this. The improvements that are part of this project popped up fine mid-game (and without requirements for the ones that were dependant on new techs), and changes I made to some other files came up mid-game too. The already researched techs are logged, but everything else is fluid as far as I can tell. A built ship doesn't change its stats, but new ones do get the altered stats if you change them mid-game. Changes to event files and improve
'If you should not have Hyperion Manufacting Center until the panets are more developed then the technology is given to us too early. Give us the Techonology later in the game when are planets are more developed.' It's not as much when but where. I've never really had much of a problem building it on the planets where it would really make much of a difference in the first place. I generally have a few planets already in the low hundreds production (~50 turns to build) before I
Beh. That first formula should read 5000 cost/725 soc. prod == 7 turns.
By the time you get Hyperion, your production should be up high enough that it's not that hard to build. A fully developed class 26 (before terraforming-type improvements) can have over 800 production. Hyperion only accounts for about 75 of those. 5000 cost / 775 soc. prod. == 7 turns Assuming you only built half the production imps, and haven't built Terraforming, that's still around 100 production. 5000 cost/100 soc. prod. == 50 turns to build. The lowest pr
'I found the time dely between moves in a huge galaxy, near the end-game of the game way too long: averaging almost 2 min after my last ship moves and befor the planet improvement screen appears.' 'Will the final version have better performance?' It can take a while to move 300 ships, even with all the 'watch' settings off. Most turn-based strategy games, by nessessity, have a noticable delay at end of turn. That having been said, the debug code is almost certainly slowing
Right now, GalCiv doesn't recognize new Techs in a saved game from before they were added, or it didn't with the stuff I'm (very slowly) working on, at least.
It only shows the errorneous value if it overruns the production nessisary on the last turn by a large amount, from what I can tell. My guess would be that it's an underflow error of some sort, althohugh I could easily be wrong.
I brought that up first, but it didn't get commented on until the second time it came around. According to that reply, it was backwards specifially for the Terrans.
You can click on the race icon in the info window (which, for any ship you can move, should be the blue Terran icon) to recenter, but it would be nice if the display scrolled when the ship moves offscreen.
The main reason that the game doesn't run windowed is probably the same reason that it runs at a fixed resolution. The graphics/UI are designed such that they only fit properly at 1024x762 (and in fact, wouldn't work at all at a lower res, which it almost certainly would have to be at in windowed mode...a 1024x762 res window on a display less than 2048x1600 would still take up almost the entire display). Which does bring up another question, now that I think about it, that could occasi
'So, something I'm not getting is: Are there degrees of evil in the game or are you just evil period?' There are degrees of evil, but in many of the events, the evil choice outweighs the corresponding good one, which, in most cases, does make sense. Human nature does tend towards the ignoble more often than to the noble.
*giggles* I don't know about them, but they're giving me ideas. ;p
'I wonder if the starting settings for the aliens are just that, a starting setting?' I doubt it. I have never seen any morality other than neutral come up right, and neutrals always stay neutral.
Right now, it's in the Encyclopedia at the link at the top of this page. I don't know if those links are intended to work (and in fact, I don't have any GalCiv links in my Start Menu at all).
'While this is true an instance can occur to make you THINK they have. The "good guy" choice on the earthworms event will REDUCE a planet's class. So a class 15 planet can be reduced to as low as a class 9 (15 - (15 * .4)).' Only good races would (or should, that is)make such a decision, and as far as I can tell, morality settings other than neutral don't work right. *glares at the Altarians, whom are now somehow 'Demonic' in his current game* I haven't seen any AI with a plan
'by the way, the AI is definitely cheating, at least in begining of the game. Can the developers explain how the AI cheats?' There is only one advantage the AI has over you at the start of the game. They have been sending unmanned probes through the galaxy for longer than Man had been walking upright (possibly exaggerated, but basic premise remains. They know where the good planets are, it just took the invention of superphotonic flight, which humanity did just before the star
'But to contribute some random thoughts in the same vein--I think it would be more realistic if multiple races could colonize star systems with multiple good planets' IIRC, this is already under consideration, as I seem to remember mention of a UP Issue that forces the owner of such a planet to give said colony up to the system's primary owner.
'I personally like the "board game" way it is now... but I am a board game freak, so maybe I don't count...' I would have to think that Shrapnel Games would contend that to not be the case. :D I'll also assume I don't have to comment on Stardock's apparent thoughts thereof. ;p
'However, if you cause the completion views to terminate prematurely clicking on an event in the event window WILL bring the planet view up with "next" in the button instead of "done". I don't know if this is deliberate or not, but I have been glad many times that it behaved like this. Also, the completion views can be terminated prematurely by clicking some of the function keys at the bottom.' All of them except the ship and planet list do, AFAIK. And I did specifical
The sixth ship is hard to select because of the partial redesign of the list that was nessisary to impliment the planet list. You have a very small area that is usable right now just above the description of the ship.
'1) Automatic end of turn: it happens even though “ships in orbit” haven’t made their move yet.' This only happens if you have ships that are not on autopilot and not in orbit. If none of your non-orbited ships are not on autopilot, the turn won't advance until you hit the turn button. You can also turn Autoturn off, which was recommended at one time for other resaons. '2) TAB key: it supposed to select the next unit which still has some “moves” left, it doesn’t do so fo