torfbolt

torfbolt

Joined Member # 2480025
2 Posts 12 Replies 1,194 Reputation

Well, I don't play GalCiv to win, but just for the fun of it (much like playing SimCity), and I never submitted anything to the metaverse either. I just don't want my games to end, and it shouldn't be a problem to play such long games.

3 Replies 4,046 Views

I'll start another thread on the current espionage system here, in the hope that there will be a couple of changes in TotA 2.0. For the developers: Please don't take this the wrong way. Overall, TotA is a terrific game, only the espionage system is (IMHO) still one of its weakest points. I'll try to be constructive in all criticism. That said, now my issues with its current status: 1. You know immediately where a spy is the moment he appears. Sorry, not a good idea in my opinion. Intuitiv

1 Replies 4,471 Views

As the title implies, this one has been around since before Dark Avatar and still not fixed as of TA 1.91. I'll give it another Go to describe it as best I am able. In every long game I have played so far, at a certain point in time (around 22 years was the latest occurrence, I suspect breaking point is 1024 turns) the statistic graphs become bugged. What happens is that from this point on, each time the game is reloaded from a save game, all statistic curves get compressed to half their

3 Replies 4,046 Views

In the scenario you are describing, I might want the perpetrator dead... which doesn't mean that in this situation, I would be the best choice to make that decision. The main problem with death penalty as I see it is that you can never be sure beyond any doubt that the case isn't a setup and the convicted "perp" innocent. I'm sure the US have already killed a number of innocent persons, so death row should be abolished ASAP.

51 Replies 148,121 Views

One bug I noticed is that while on the planet screen, you can only buy one building per turn (as intended), if you quick-buy buildings from the civilization manager, that restriction is currently non-functional. Also, you can currently demolish buildings you should not be able to, like the Weather Control Centre and Biosphere Modulator. This has the game-breaking side-effect that planet quality can be increased up to the theoretical maximum of 72 by alternately destroying and rebuilding e

4 Replies 6,638 Views

I must say I was really surprised when I noticed that in the most recent version TotA 1.91 I was able to demolish the biosphere modulator on my planets. Needless to say, since I am a curious person, I tried what happened when I did that, expecting the planet to lose 3 random tiles and 3 PQ. However, no such thing happened. PQ and tiles remained constant, and the modulator became constructable again! So, by alternately trashing and rebuilding my modulator, I could raise planet quality through the

0 Replies 2,491 Views

TotA is a really great expansion and loads of fun to play. That said, I could imagine two changes that would make it more comfortable to play: 1. Some way to direct planetary development on a greater scale. Admittedly, a good solution for that would be rather difficult to implement, but even the option to tell the game "replace all recruiting centers with stock exchanges" would be a big help when running an empire on a largish map. Ideal would be a solution like "Develop all planets tha

274 Replies 740,334 Views

I have this bug as well. In my game, it appeared after I started using rally point for the first time in this game. I suspect it may have something to do single ships that are automatically fleeted at a rally point. In this situation those "fleets" somehow didn't regenerate their movement points and caused a turn button freeze.

25 Replies 15,609 Views

These seem to be bugged in at least two instances, which are possibly linked: First, when an (AI-owned in my case) ascension starbase was destroyed, the minimap symbol of the crystal didn't reappear. And second, after the same event (destruction of an ascension starbase owned by the Torians) those Torians actually ascended faster instead of slower than before.

1 Replies 3,287 Views

Whenever I change a planet's construction from the colony management screen and then return to colony management, the changed project doesn't show. It only shows when I close colony management and then reopen it. This is a new bug, since it worked fine in all ToTA betas I played.

24 Replies 16,718 Views

The art museum analogy is not bad, I guess. With PC games the difference is that the money involved is somewhat more, and there are more things that can potentially "go wrong" with a game, like compatibility issues, system requirements and major issues glossed over in reviews. The proverb "once burned, twice shy" applies to computer gamers as well, so someone who buys a game that won't work with his system and doesn't get a refund is probably going to download the next one. One thing th

304 Replies 883,828 Views

[quote]I really like to keep my taxation at 35% most of the time.[/quote] Low tax rates generally only work in the beginning, when you need high morale for fast population growth. Later, you should aim for 49%, 59% or 69% (whichever you can afford with your morale rating) Also, if nothing else help, cut expenses... you don't need to run your economy at 100% all the time.

6 Replies 3,588 Views

[quote]The best solution would be a mixture of things. Increase base costs of medium-large-huge by perhaps, double. Not a big difference, maybe even keep them the same way. However, add a multiplier for maintainence for larger hulls. Right now, its linear, i believe. Cost directly correlates with upkeep so (2x 250 bc medium-ships) and (1x 500 bc large-ship) have the same total upkeep of lets say, (10%, 50 bc). But with something like this: Tiny - 0.5 Small - 1.0 Medium/

17 Replies 8,099 Views

mutual destruction seems more sensible to me... I'd like the addition of two additional battle outcomes: mutual destruction if both fleets are destroyed, and stalemate if neither is. The last should also by possible with small fleets and high, matching defenses.

16 Replies 18,060 Views

[quote]This way you do maximise income, and you get a high population (which is good for score) however, you do run at a fairly low moral. No problem though, just keep an eye on elections and drop the tax for that week only, voters, true to form, have a short memory. [/quote] That fact has annoyed me for while now: You can run 40% morale and only lower taxes just before election, and the people vote as if you had been doing that the whole time. I'd like it better if morale had a kin

20 Replies 11,572 Views

[quote]Against a fleet of mostly defense huge hulls, you want to send a super-high attack fleet, which will then suffer few losses[/quote] I took another look at the exact stats of the end game weapons and defenses. There might be something to the statement above, though I haven't tested it personally. [quote]Simply, end game offense outpaces end game defense.[/quote] That seems to be the case only for Nightmare torpedoes versus Aereon Defense, but at least there it ho

26 Replies 16,894 Views

[quote]You forget the Scenario C, that's clearly stated on GalCiv wiki: "When the firepower of the fleet becomes too great for the defenses, the rule of the day becomes all-attack single suicidal ship (firepower several hundred points), that destroys many of the opponent's ships in the first round of the combat, and by the "tie rule" maybe even survives. " Scenario C's way you lose one ship per AIs fleet. [/quote] OK I didn't consider that one. But I seriously doubt that strateg

26 Replies 16,894 Views

In some patch a while back (1.6?), defenses got a significant boost. Since then, it is generally worth it to use mixed ships with offense and matched defense, at least as long as your enemy doesn't adapt and switch weapon types. [quote]The answer is simple: if you can match defenses on a single ship with offenses of the whole FLEET of your enemy (at least 75% of defenses), then you use defenses, the rest engine(s) and weapons. On strictly defensive ships even no engines. If you can't match,

26 Replies 16,894 Views