medcatt

medcatt

Joined Member # 2454263
1 Posts 3 Replies 447 Reputation

wait a minute... it says 3 Intruders were killed by DL Bradley... but I can only recall two: the first one at school, and Kanath from Tendath's blast... is it possible that you meant "were hurt", Brad?

14 Replies 13,764 Views

probably jfp3's referring to a remark somewhere that the devs consciously leave behind the load game/lost turn bug on purpose to deter ppl from laming the mv games... so if it is a feature and not a bug, then it is useless for non-mv game...

5 Replies 4,575 Views

For 2) my workaround method was to settle those other ships' movements first before activating the new ship link. This is helped by the fact that you can postpone the latter indefinitely as the announcement link will patiently wait until you click it or end the turn. The auto-zoom feature actually helps me to locate idle ships easily, saving me the hassle of checking every sector for them. This postponement tactic should work fine most of the time, unless during the rare situation whe

4 Replies 3,690 Views

For example - Basic Logistics shows a point total of 150... I had my research at 21 (showed in some graph chart under "misc"), but it was only taking 4 weeks to research. The points shown in the tech file refers to the basic cost. This is further modified by several factors, such as the game session's tech research speed setting, and also your

6 Replies 2,580 Views

i guess one way to find out all the above questions is to play using the hotseat cheat... trade between your two civs and check the trade stats while you're controlling each civ.

6 Replies 5,096 Views

IIRC, somebody mentions sth abt constructing econ trade starbases along your desired trade route, construct one freighter and park it close to your home planet, and then sell/give them to the target civ. your revenue from that route would be boosted by those SBs, and yet they still give bonus to your existing trade routes as if the SBs are still yours... not so sure if i got this right. also, what prevents the civ from sending the freighter elsewhere after you gave it to em? those ung

6 Replies 5,096 Views

Is there some sort of system for strip-mining planets? yep... when you discover a planet, other than colonizing it you can also choose to gradually strip mine it for resources... useful if that planet's climate is too hazardous for your race's preferences.

12 Replies 11,223 Views

been following that game as well for some time. it has more tactical aspects than GC2 (detailed attention to ship battle mechanics), whereas its strategic elements are somewhat abstracted (no individual planetary buildings, just overall sliders for 'infrastructure' and 'terraforming' etc). it also uses a different approach when it comes to alien identities... whereas GC2 follows the traditional formula of having lots of highly customizable races that are mainly differentiated by plus

12 Replies 11,223 Views

I'm wondering, when assessing our military strength, does the AI refer to their own civ's strength, or theirs AND their allies'? Coz so far it seems that if we are #1 militarily, we seem to get peace absolutely from everybody... all's well & dandy if we happen to be a peaceful civ ourselves... what i am curious to know is, if we are sweeping the galaxy one civ after another, does the AIs do anything more than having a minus to the diplo relations? Do they start to urgently work on bui

14 Replies 40,001 Views

one thing i like abt starting in a corner (besides good defense) is that i can get very profitable trade routes established between me and the civ(s) at the opposite corner of the galaxy.

13 Replies 7,385 Views

building the spin control center also helps cow down potential agressors, if you station lots of warships/ships with high attack rating there. military rating boost => "+ our military strength" diplo bonus

15 Replies 11,103 Views

bearing in mind that a starbase's area of influence is slightly larger than a sector's width, i wonder if we have the target planet DEAD CENTER in a sector, we can actually gain more starbase coverage than it being in the corner? (!!) i.e. 4 SBs from own sector + 4x4 on north, south, east, west neighbors, placed at the center of the side closest to the middle sector(diagonal neighbors are too far away i think) = 20 SBs, vs 4x4=16 if using a corner planet== thus 25

8 Replies 8,530 Views

I want to change back my UI from the modded one to the original design, while still retaining other mod features... I've been looking around the Galciv2 files and tried to mess around with some, but couldn't find the proper files to switch. Anybody got any ideas? Thanks! p/s: my reason for reverting is coz i like the old one better: the civ treasury is always visible for inspection, and the starmap is not laid over by the F1/F2 ship/planet list as i often use them both toge

2 Replies 10,711 Views

being a SOB i am, I establish alliances with most of the civs with a knife held behind my back. While it lasts, I can maximize my diplomacy trading profits, and get access to higher tech weapons from trading with them, and if I'm lucky with the UP resolution, can get their econ starbases amping up my trade routes' values as well. And then I started to systematically eliminate my allies one by one, breaking the alliance just before my massive one-turn invasion step commences. As of no

25 Replies 15,388 Views

perhaps if you are like me who like to turtle in and build my forces before starting a war, try instead to start the game with EVERYBODY at war against you. No sweet timing dolly lollying around anymore, every turn after they got space weapons should be a harrowing one.

17 Replies 39,273 Views

it seems also that having econ starbases covering the destination planet prior to the trade route establishment seems to increase the starting trade revenue for that route. can anybody confirm this? i wonder if this idea of mine is correct: if the player is one who loves to maximize his trade profits by covering his trade routes with lots of econ starbases, then from a practicality standpoint, it is better to have shorter routes than longer ones, because you can quickly cover the whol

20 Replies 41,542 Views

that's how it's meant to be. speed only matters for establishing the trade route. after that, every freighter moves at speed 1 parsec/turn. and no, you don't need to bump. the server takes quite a while before your page appears.

19 Replies 11,059 Views