Arturus Magi

Arturus Magi

Joined Member # 2439
0 Posts 9 Replies 4,040 Reputation

Possibly, but even then I wouldn't think it'd need to reinitialize the lists that often. Save games usually don't work at all across builds, so the tech/improvement/etc. lists are usually going to be the same in both a new game and a save game....

7 Replies 190 Views

You should probably trim out the 'Make Ship Leave Orbit' and 'Displaying News Event' messages if you're going to post them directly on the forums. Those are both normal event messages. If you don't want to alter it, it might be better to put them up somewhere and link to them, or post a notice here and ask for instructions. That having been said, why is the 'Too many tech requirements' error message repeating? I would think that it would only need to initialized the tech

7 Replies 190 Views

'Well...if that's the way to go to "win" at GalCiv, I quit!' Keep in mind that this is very early in development. The game, as it is now, is really more of an engine test than a complete game. Right now we're really just making sure that the absolute nessesities in a strategy game are in and functional. The AI is geared towards combat (and concequentially, expansioon) for the same reason. That's the core of the AI's nessisary functioning to be able to do everything else in t

29 Replies 612 Views

The scores themselves take that into account, IIRC. People playing on giagantic galaxies with more capable AI will have higher scores. That having been said, some way of identifying subcategories like that would be nice.

4 Replies 196 Views

They are mostly random, it just has a tendency to generate more of one type or another in a particular game. The one I'm playing now, I'm finding a number of all three ship anomolies. I've got the U.S.S Hero up to 130 HP and 64 Def without a engaging in a single battle. (It's up to 127 Att, I think. Attack anomolies seem to have a larger effect, despite what the dialog says.) I've found but two wormholes, OTOH.

1 Replies 127 Views

' One problem with the OS/2 version with the social/military/research proportion sliders was that when they were unbalanced it negatively impacted the amount of total spending you could set. I found this to be true in the early alpha builds of this version as well. Since then I have not tried to set these sliders to anything that was off of the 33%/33%34% positions. I think it is time I started playing around with the economy sliders again and see if anything has changed. ' It does

29 Replies 612 Views

One reason things can get out of hand is because the AI tends to colonize very rapidly because they already know where to find the good planets, and are besting your advantages through brute force. The AI basically works by throwing money at the problem. Once more non-conquest stuff is in that should not be as much of a problem. What you need to do in the meantime is either slow down their colonization without ending up at war, or speed up your own colonization. Something tha

29 Replies 612 Views

I've never had any of the trade techs cause problems here. This does remind me of something else that I've noticed here. Several mentions have been made of UP Issues having been added to the game which I haven't seen, and after checking the files (mostly to try to work out the format of the TECH and IMP files for something I may do when the final release nears), I don't see any Issues other than the trade routes in any of the files. Are there other ISSUE files that I happen to

5 Replies 222 Views

'One of the main problems I've heard of in the early game is the need to expand exponentially in order to survive 'first contact.' How true is this? From what I've heard, most people have adopted a hyper-expansion strategy purely for susrvival in the early game, and it's a little disappointing.' That's partially true right now mainly because most of the game still hasn't been coded, and because the AI is primarily geared for conquest as a concequince. There are non-expansive st

4 Replies 176 Views

'2. Under what folder & file-name will that "exception report" be located ?' It should appear in the same directory that SmartException is installed to. I don't know offhand where that would be on NT, but just for somewhere to look, on 9x it's normally '$WINDRIVE$/Program Files/Stardock/SmartException' or '$WINDRIVE$/Program Files/Common Files/Stardock'

13 Replies 307 Views

'You might be right concerning turning off autoturn. When I did that, the green rings of autopilot replaced immediate movement.' Autopilot refers to any form of automating ship movement, including sending them more than one space at a time. Anything other than manual control with the keypad (with NumLock off) will say autopilot at least part of the time (and if you have a ship outside of its normal range, only autopilot will work. Manual control will only bring up the 'out of range' d

8 Replies 264 Views

I haven't tried to restart it since the last update, but there was a link to a version of SE that did work here somewhere. Just as a note, however, I wouldn't suggest killing everything from SmartException of you're an OD subscriber. The part of SmartException that seems to have been causing the crashes is (according to a post in the OD newsgroups) eventually going to be used for shared processes in various Object Desktop programs. SE is just the first program that is set up to use it

13 Replies 307 Views

All three of the bugs in your first post have been brought up by myself elsewhere. One has been reported as fixed (EotU), one was an unintended concequince of fixing something else (social projects list). 'The Eyes of the Universe feature doesn't seem to work right. My sensor drones stopped working correctly. Before the EotU, SD's scanned an entire sector. Afterwards, the SD's did not.' With the EotU, the game doesn't quite know how to handle the sudden increase of 10 to

8 Replies 264 Views

'Do you shange the setting son the AI players Nathan? and what difficulty do you tend to play at? I play on 'comfortable' with default AI settings' I usually turn the Altarians down from 'genius' intelligence (which was the default in 1D. I don't know if it still is because GC uses the last games settings as the default for the next game), but for the rest of the AI I usually leave the settings alone. On the first game of a new build, I play at cakewalk, and then step up to one

37 Replies 603 Views

'After little more than 45mins to an hour (even with my isolationist settings, on default levels of ai agression and intel) I end up in a war not of my making, then its all out the window.' Oddly enough, I have the exact opposite experience. I have never been in a war that I didn't (usually accidentally) start except in the first game I played, and I haven't really done anything differently between then and now.

37 Replies 603 Views

A way to submit scores (and update the AI strategy stuff, once that part is up and running) without starting up GalCiv would be useful for those of us stuck with less capable computers (and ISPs, for that matter). I can't start GalCiv once I'm online for various reasons (I actually have to reboot the computer to run GalCiv 90% of the time, and always have to after shutting GalCiv down or crashing it), and if I log on after starting GalCiv, it may not switch back (I don't know what cause

25 Replies 599 Views

When a ship is caught in the autopilot glitch, no other ship can autopilot until a ship is manualy moved or the turn is ended. Manually moving a ship causes the autopilot code to rescan, presumably in case you changes a ship's prior course or added a new one. When you manually forced the ship to move, the autopilot code rescaned the autopilot ships and starts moving them again.

12 Replies 200 Views

In my case, I only get one or two games completed between betas (I didn't actually finish the game I started on 1Y), and AOL and GalCiv don't play well together here, partly because, I'm sure, of the fact that my system doesn't actually meet the minimum spces for GalCiv (and the fact that I'm running it off of a USB 1.1 drive, and end up with a 12-45 second delay any time the game has to load something from the drive).

25 Replies 599 Views

'Once you collect enough techs through the anomolies, you can easily trade those techs for as many planets, ships and cash as an enemy owns. :not sure:' There is a limit to how much you can get with techs, but you tend to be able to research faster than the AI can colonize/build, so until real late in the game, when there isn't much left to research, you can get that effect. 'Also, the Controlled Gravity tech has an ability value of "string not found +10". So does the gravity t

7 Replies 169 Views

'5) When you're in mid-game, slide the marker in one direction, one notch at a time, and watch the numbers. When you slide it back the other direction the pattern of numbers is not the same.' Take the number displayed there as really being a (somewhat bad) estimate. It automatically recalculates morale going one way but fails to do so in the other direction. If you change tabs or close and reopen the screen, the correct numbers will display.

4 Replies 147 Views