Arturus Magi

Arturus Magi

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

[quote]Apparently I'm some sort of multiple-personality-having-person, because it looks like the rest of the first page of this thread is going to be part of my post.[/quote] The forum doesn't know how to handle embedded quotes and breaks when someone tries. We've seen things get worse before because of this, although now I think it's just an appearace issue rather than actual forumbreakage. ~SDC~

21 Replies 823 Views

[quote]I am not sure about version 1.2 yet, but I know for a fact that your debt is erased in version 1.13 if your debtor disappear. [/quote] This has not been the case in any release version, 1.13 included. You always have to pay off the full balance. You can use this to your advantage, BTW, by trading a rich but small race all your techs and trade goods, then invading them. If you destroy them before the next turn, they never get the benefits, but still have to pay the cost

31 Replies 1,014 Views

All races starting planets are at least class 16, usually 18. Minor races always start with at least a 19. This is by design. Even minor races that spontaneously appear get their worlds terraformed to class 18+ if they were lower before. The surrounding territory is not garaunteed to have any particular quality, but the planets in the near vicinity of any starting race have a tendancy to higher quality too, and that usually includes the Terrans. ~SDC~

11 Replies 392 Views

[quote]Yeah maybe in one of the updates or something the I-league will be a major race. heh.[/quote] The I-League has always essentially been a major race. They're part of a special category called Associate Races. These races, which also include the Fundamentalists, the Dreginol, and the Dark Arnor, have all the capabilities of the major races (inculding having a culture capable of causing planets to defect), but don't count towards victory conditions. It's entirely possible

23 Replies 3,669 Views

[quote]I am pretty sure it is each 4 years: first in december 2181, then 2185, then 2189 ...[/quote] There's no specific time. THe first meeting is one year after you research diplomacy. If you have not met any major races by then, it checks every four years, like normal, and the first meeting on the first check after you have met one of the majors. ~SDC~

45 Replies 956 Views

[quote]ok so i can buy more then one project.but only one vill be build every turn. [/quote] Not really. The queue's he's referring to are galaxy-wide build queues. The next item in the queue won't appear to try to buy until the next turn. It's really just a default build order for if you don't want to manage the building yourself. What you're looking for is not available, and has not been for a while. ~SDC~

15 Replies 478 Views

It determines how much of a priority AI that use a semi-random research pattern put upon researching that tech, and how much of a priority AI puts upon building that improvement. Techs without the line get researched only if the AI has nothing else worth researching. Improvements without that line don't get built unless the AI needs the bonus and nothing else with an AI line is available, and often not even then. ~SDC~

4 Replies 1,752 Views

[quote](JT Qwerk).. it makes no difference wether your good nuetral or evil... moral isn't linked to your moral decisions..[/quote] I didn't know which you meant because you keep misspelling moral e . On the point of the increasing back to 1%, that is a bit odd (I actually have a hard time getting morale down to 0% at all... it never drops below 1% except when dealing with the occasional event or extreme insolvancy). [quote](Weyrleader) Thank for the advice. I must have m

97 Replies 3,904 Views

[quote]I have a savegame which demonstrates the next bug: My warships (dreads, wraiths) cannot enter a sector due to "out of range". However, I have nearby planets and I even have a starbase in that sector. My combat transports can enter the sector just fine. I can send it to you if you like. [/quote] It takes a turn after aquiring a starbase for range to expand. This should be part of the next fix, though, as it was apparently in GC 1.19(b) ~SDC~

106 Replies 4,576 Views

[quote]moral: when moral goes into negative values (below 0) it shows moral as 1 not 0 or the negative[/quote] Negative morale doesn't make any sense. How can less than zero people be happy? Illegal immigrants? :notsure: Negative morality similarly doesn't make much sense, given that 0 represents 'Pure' evil and 100 'Pure' good, although there is a little more sense than with negative morale (harder to change your ways if you've been 'pure evil' longer or some such). <

97 Replies 3,904 Views

[quote]#10 by xzenon - 2/14/2004 4:00:06 PM why did they change that[/quote] Quoting myself (again... this isn't the first time the topic came up)... [quote]This changed because only the last item purchased would show on the details screen, even though all of them had their normal effects.[/quote] This is the originally stated reason, but I personally think that you shouldn't be able to buy more than one project per turn per planet anyway. Runaway economics

15 Replies 478 Views

[quote]You were never supposed to be able to purchase mosre than one building on a planet in a turn.[/quote] It actually was possible at one time. This changed because only the last item purchased would show on the details screen, even though all of them had their normal effects. I'm not sure if this was a pre- or post- release change, though. ~SDC~

15 Replies 478 Views

In games with custom rules where you have a team and allied victory is enabled, you can't win if your teammates are still around. GalCiv apparently doesn't equate 'team' with 'ally.' This makes Altarian Alliance games impossible to win, because the special loss condition in that rule set is the Altarians being destroyed. If you want to get tricky, it's possible to declare war with your teammate (removing the 'team' relations), declare peace, then (eventually) re-ally, but you have to

106 Replies 4,576 Views

It's not a server app. The Master Control Program (ignore the Tron flashbacks) is a common tools library intended to keep processor/resourse usage down when multiple stardock products are in use. Right now it's only important if you use DesktopX or ObjectBar, but eventually (if things go according to the announced plan) common routines in most Stardock apps are going to be handled by this shared library so that they don't need to load a dozen copies of the same code in memory (

4 Replies 163 Views

[quote]i've always wondered why the races don't have the negative 500BC safeguard that the humans have to avoid getting into ridiculous debt....[/quote] Actually, they do. If you get an AI below -500bc they will stop spending, just like the player. The problem is that they often have enough military upkeep that they can't recover anywhere near as quickly as the player, and AI tend to be adverse to dismissing ships on low to normal difficulty. I've bankrupted AIs simply by dis

27 Replies 1,465 Views

[quote]I would really like for systems with multiple planets is some way of specifying which planet I load or unload a transport or colony ship.[/quote] What happens depends on which ship you use. When you use a colony ship, it offloads to a single planet. When you use a Transport, it offloads evenly to all colonized planets. So, if you need fine control over where your colonists go, use colony ships. OTOH, if your target system is alot of class 25+ planets with morale of 10

22 Replies 527 Views

[quote]Your monitor making noise after being on for a while would tend to point to a hardware problem and not a software or driver issue. [/quote] Depends on the monitor really. That could be an indication of video settings that the monitor doesn't really support, as well. I know of a number of monitors that will try to use resolutions that they aren't supposed to be capable of (which can, by itself, ruin a monitor). ~SDC~

106 Replies 4,576 Views

[quote]Can somebody explain the combat formula to me? If I am attacking, does my defense matter? How is health related to my attack? What determines how much HP I do, and how much HP I lose? If I have a stack of guys attacking, is this better in any way than attacking with 1 guy at a time? How about a stack of guys defending? How does it determine who defends when a stack is attacked?[/quote] A random number from 0 to the attacking ship's ATT and a random number from 0 to the defending

10 Replies 297 Views

[quote]The best way to avoid wasteful spending is a method I call "growing up together". If you run 100% military to start, until you have all the colony ships you need in the land grab phase, then you run 100% science (spending only what you need to make key early discoveries as quickly as you can manage), you buy time for the latter colony ships to arrive, or at least get closer.[/quote] This actually generates some loss too: if you run 100% on any single production type, you take an

96 Replies 5,450 Views

[quote]If you spend money to destabalize a race what effect does it have?[/quote] Lowers morale, and has a (very) slight chance of fragmenting an empire, if it already has an extremely low morale (on the order of c. 15% over a large number of systems...with fewer systems, they will tend to defect to the I-League before this has any chance of happening). ~SDC~

32 Replies 1,338 Views

[quote]Additionally, when I give a star to an alien race, the wrong star is often given[/quote] To add to this, homeworlds usually point to another race's homeworld, the second planet in your list to the second planet in the same race's list, and so on. Some planets don't point to anything as a result. My suspicion would be that a pointer somewhere doesn't recognize the two new major races, or something of the like. ~SDC~

106 Replies 4,576 Views