Scintor

Scintor

Joined Member # 2519676
0 Posts 0 Replies 601 Reputation

Morale and economy bonuses are a must. A LOT of people swear by population growth bonuses, but I don't use them. Luck also seems to be surprisingly useful. After that it seems to be prett much according to taste. I always get the planet quality bonus but that seems to be an unpopular choice. Scincerely, Scintor

49 Replies 53,027 Views

I would like to see an option of giving a warship a raiding liscense (letter of marquis I believe they were called) and letting them go. You would then start getting an income from raiding each turn that they were in another civ's zone of influence, until they were destroyed. You could recall them to your fleet, but you would, of course, loose the income. Each civ that had a raider loose in their territory would loose income equal to what you gained. Destroying a pirate would not be an act of

13 Replies 30,541 Views

I would like to see an option of giving a warship a raiding liscense (letter of marquis I believe they were called) and letting them go (automatic control). You would then start getting an income from raiding each turn until they were destroyed. You could recall them to your fleet, but you would of course loose your income. Each civ that had a raider loose in their territory would loose income equal to what you gained. The Galactic Privateers wonder would make you immune to raiding losses.<br/

7 Replies 6,310 Views

I have never seen any posts that even mention reaching the 'team' level of alliance. As far as I can tell, no one uses it. What I would propose is a set bonus that each civ gives to each of their 'team members' automatically. (i.e. 5-10% diplomacy bonus for teaming up with the Humans etc.) This would actually give players a reason to team up. I would also like to see this extended to minor races (maybe with a smaller bonus) which would give players a reason to treat them as more than a speed

5 Replies 8,058 Views

I would love to see each of the minors have some unique technology or civ-wide bonus that you automatically gain if you team-up with them (unbreakable alliance) but there is a 50% or less chance of getting if you conquer them. I think that the bonuses shuold be simular to anomoly bonuses x5 or simular level (i.e. 5-10% bonus to economy, soldiering, etc or +1 speed to all ships.) It would give a reason to care about them and try to woo them.

5 Replies 3,705 Views

Loss of PQ due to defection: I am playing a game where I let another race colonize the PQ5 planet in my starting system. I usually do this and just let it flip to me through influence. Well it just defected to me and it was PQ4! I had seen this before in other builds and I had just figured it had been degraded by planetary invasion. In this particular game, there have been no wars except for me going to war with a minor to try to steal a rescource from him. Here is the debug.err<

143 Replies 83,252 Views

Workaround for the planet ship bug not being able to launch ships: Click you civilization manager button, go to your colonies screen, double-click on your colony in question to bring up your planetary screen, click on your orbital construction button to bring up the shipyard, highlight and launch your ships from the shipyard screen. Scincerely, Scintor

143 Replies 83,252 Views

Thanks, that's a good point. I was reluctant to say that particular bit of advice because I have flipped as many as 8 planets in three systems with a single influence base, but I eventually realised that it would probably been faster if I constructed one base for each system. I just wanted to explain that you can't place one influence base into a tight cluster of 5-8 rival worlds an expect them to flip quickly. The good news is that even in a tight cluster, once one has flipped, the others will

5 Replies 7,946 Views

I have noticed that the costs and times for upgrading planetary improvements are not consistant. At first I thought this was because of differing plantary production capacities and such. Then I noticed that when upgrading several of the same improvement on the same planet at the same time, the times and costs were not the same. I put this in a bug report for 1.31, but I had noticed this on earlier versions. Now I am using the latest 1.4a build and it is still doing it. As a concrete exampl

0 Replies 970 Views

Sorry about that, Thanks for clearing that up. Here is the debug.err Debug Message: Version v1.4a last updated on: Mon Oct 23 12:55:27 2006 Debug Message: GalCiv2 is activated. Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.********* System Info Time: 10/25/2006, 10:19:07 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: PRECIOUSONE Operating System: Windows XP Home Edition (5.1, Build 260

3 Replies 2,096 Views

I picked custom race and nine opponents with minors. I somehow ended up with 10 opponents and five additional minors. No debug log because it has never crashed! Scincerely, Scintor

3 Replies 2,096 Views

I am currently playing a 1.4a game, custom race. Supposed to be 9 opponents and minors. I currently have 10 opponents and 5 minors. I actually would have done this on purpose if I knew I could. Scincerely, Scintor

8 Replies 5,316 Views

I am probably going to get flamed for saying this, but if you find yourself in a corner when you are starting, hit ctrl-N and get a better starting place. Being even against one wall increases the difficulty of a game by 50%, Being in a corner makes it at least 4x as hard. If you are looking for the ultimate challange, keep restarting until you are in a corner. If you are looking for a regular game, restart if you are 'cornered.' Scincerely, Scintor PS I have won more th

25 Replies 7,938 Views

I use gigantic galaxies with abundant everything. As for racial abilities, I get the 10%PQ bonus, 5% morale, 20% economic and then use the industrialists party for a 20% economic bonus. I hae been going back and forth on getting the 25% luck or the creativity bonus. Strangely, the hostility from influence seems to be countered by trade in good and neutral races, and by having a large military from putting a dedicated defender at each world seems to make evil races happy with you.(!?!)

5 Replies 7,946 Views

After much trial and a lot of error, I finally think that I have gotten Influence Strategy down pat. Influence, like much in the game, is exponential, not linier. The best analogy I can give is it works like gravity for each of your planets and bases. Each of your worlds generates a certain amount of Influence Points (ip's). This influence spreads out around each of your planets like a gravity well, powerful close in, but drops off rapidly the further you get away. This means that twic

5 Replies 7,946 Views

I play in Gigantic galaxies, and even with rare habitables, its a LONG game flipping planets. More abundant planets actually makes flipping planets easier because of the way influence works. I am working on a strategy guide for influence conquest which I will post in the Stratgies section later today.

19 Replies 10,717 Views

Uncalled for Wheeloffire. jblabra510 be patient and courtious and persistant, and Stardock will make it right. They are really good about taking care fo their customers, but the internet has lots of quirks that can cause trouble with a download like this. I had a lot of trouble registering my copy because the registering software wouldn't connect right. They told me a few things to look for and I found an old copy of AOL firewall lurking in my system that I thought I h

13 Replies 3,597 Views

I have researched beam weapons all the way to Particle Cannon. I should have five beam weapons at this point, if I read the tech tree notes on your web site right. Unfortunately, all I have is the Beam Projector that you get from researching Beam Weapon Theory. For some reason the beam weapons are not comming up. I reloaded the game and now I hav

169 Replies 110,328 Views

Found another old friend: I'm wasn't sure if this was a bug or a feature, so I havn't said anything until now. When I auto-upgrade planetary improvements, I often get wildly differing upgrade times and costs. This is especially apparent mid to late in the game when a single planet will be upgrading 4 or 5 of the same thing at the same time. For example I will have 5 advanced factories that are all upgrading to manufacturing plants. Two will say that they can upgrade in 10 turns, one in

1 Replies 1,230 Views

Hi there! Having a great time with the mod, but something has come up. I have researched beam weapons all the way to Particle Cannon. I should have five beam weapons at this point, if I read the tech tree notes on your web site right. Unfortunately, all I have is the Beam Projector that you get from researching Beam Weapon Theory. For some reason the beam weapons are not comming up. Otherwise I am having a great game. Scincerely, Scintor

169 Replies 110,328 Views

First, thanks for doing such a great job on the updates. 1.31 has been completely stable (if a bit slow on my old computer), I have had zero crashes! Old Friends: I had noticed this one earlier, but it happens late in the game so I had not really nailed this one down until now. The Electro-Magnitic Surge base defense module does not add the right number to the base total defense number. It puts the right number in the point defense catagory, and seems to work fime in battle,

1 Replies 1,230 Views

I like the idea of a conquered population that might rebel, with the ability to assimilate them over time with influence. This would give us micro-managers something else to watch, give influence satalites something else to do. Heck I would like to give rival parties a chance to take control of worlds in you empire. This would not necessarily result in rebellion, but you losing control of what improvements are built and such. Maybe I am just masochistic.

11 Replies 8,445 Views

Wow! great discussion! First, the a button is the auto-survey button and that is what I meant, my bad. As for what games type I play, I play gigantic, scattered, abundant everything, normal or above settings. I actually re-launch my initial colony ship with 1 colonist and upgrade it immediately. Then I re-launch it after the upgrade with full cap

49 Replies 53,027 Views