Maiden666

Maiden666

Joined Member # 3434576
0 Posts 259 Replies 4,512 Reputation

just playing the Drath noticing these typos in Drath_Techtree.xml The Invisible h and helps the [YOURSHORTCIVNAME] to stay out of trouble and let others do the work for them. When civilizations are at war, the [YOURSHORTCIVNAME] now receive a small percentage of the income

2,020 Replies 6,660,412 Views

I think the changes to the weapons were done because the highest-tiered weapons were totally overpowered. It now progresses more linearily. However, from what I can tell from the last couple of games is that the MMR rises now faster than ever, and this leads to a problem in the beginning when there are races that do have researched weapons and those who didn't yet: You get bullied far more serious... Also, the weapons vs hitpoints relation has been changed, giving more importance

2,020 Replies 6,660,412 Views

what you can do about your "early-game (breeder) advantage" to make it a a whole-game advantage by simply building troop transports at planets that are near max, then sending them to the front, filling up the conquered planets. I cosistently ferry pop around - don't let your popgrowth stop, you throw away potential capabilty by doing so. I use this workaround too with Thalans to compensate their lack of farms, even if you're not at war, the time will come you'll have this

2,020 Replies 6,660,412 Views

re:8 yeah I noticed the changes to Logistics, you did the same in Autumn Twilight. I think the 20% research for 100% espionage is a strong change, because Espionage isn't really a helpfull stat. It can be a drag actually. For example on higher difficulty levels most AI's will spend 3-4 times the amount of bcs into espionage as the player, so basically you will never be able to spybomb them (get techs through espionage or decrease their output) because these spies will all be d

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In the Thalan tree "Starship Defenses" is missing ist space, inlike other trees... StarshipDefenses 50 I think the second tagline could be deleted, because the correct info is already given in the main TechTree.xml

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Temple of Good/Evil etc should have their buildcosts reduced, they hardly generate any money at all. Part of the problem is that in many of my games races don't pick an ethical decision at all (and I'm not going to trade any diplomacy techs onto them...) but this is mandatory for this building to work. There's a typo in TechTree.xml which is visible ingame: &lt

2,020 Replies 6,660,412 Views

@ DARCA Courage increases your combat roll when you face an opponent that is stronger/has higher values than you. Although I don't know the exact mechanism, never backchecked it, and there are different explanations available here in the forums, so idk if its even in fleet battle or just ground battle....

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1. The +10% econ on Yor facs are overpowered imo. I was playing an all-facs on maso difficulty. The moral you get from the stalks is brutal enough to justify having no fertility clinics or other economic structures. Well, they get Recruiting Centers now.... and access to alot of stuff that was hitherto not in their techtree so... I just think that on medium to huge planets this econ-factories will give about 100%-150% economic bonus (!). Maybe do away with the -10% pop growth to compensate a

2,020 Replies 6,660,412 Views

Hello all, I'm currently playing the mod and have a blast. The game is fast and clear, some stuff is overpowered^^ Please keep up the good work I'm not quite sure what to do with the Tech Victory tech itself though. You win the game by researching it, if the victory condition is enabled. If it is not enabled, you just wasted your time researching this tech. This never stopped the AI from doing it though. The tech is supposed to be a game-ender, so I'm currentl

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The official stance on this is that Stock Races should be stronger than Custom Races. However this is only true for a few Stock Races, because the Custom Race is free to choose their Super Ability. In which case you pick Super Breeder which on its own is stronger than most Stock Races racial attributes. Super Hive or Super Diplomate can be also very strong if you just put the right strategy behind it. I wouldn't overvalue the starting techs, because it's merely 200 RP

2 Replies 9,496 Views

Establishing an economy is the most important thing in GalCiv, because without you won't be able to do anything. So if you want to do anything, always pre-plan of how you can pay for it. Techbrokering is one method, but it can be very dangerous because you sell your headstart to possible enemies (who would use these techs against you). The game is easier when you leave the AI "stupid" (without techs) Better is to have your income come from your planets through a high popul

3 Replies 6,697 Views

Hello Donnerjack, to add to DivineWrath's reply on 1: depending on your military production output engines can even delay your freighter income - assuming you spend very little on military production overall or that planet where your freighters are being built simply hasn't many factories then adding additional engines could delay the release for several turns. As such, you should recheck that and compare it with the distance your freighters have to travel. Ususally you need f

3 Replies 6,239 Views

I wouldn't recommend starting the game with the campaigns, because some of them do require more than basic knowledge of the game. It's better to start in sandbox, going from tiny galaxies to big ones, increasing opponent number and difficulty levels subsequently.

6 Replies 12,060 Views

the Orbital Command Center doesn't increase soldiering as well? OT: actually I find Super Diplomat en par with Breeder or maybe even stronger, because if you can utilize it right you don't have to colonize at all just buy freshly colonized planets from the AI via techs (thought this would only work on very fast techspeed/MV game but seems to work on normal just fine .... except vs Torians cause they get their planets too fast out of the economic minus)

28 Replies 39,386 Views

Thanks Marvin, it seems like this is the general formulae for MMR? Because it won't consider these fleetmodules at all so I think there must be more to it. In my current new game I tinkered around with it a bit but generally it will work. Sometimes very strong all attack ships are still set on #1 of the list although if I add some extra HP to them they fall below again. [quote who="LTjim" reply="3" id="3394392"]I do not recall advocating cargo hulls for defensive platforms

7 Replies 17,642 Views

[quote who="marigoldran" reply="30" id="3382858"]How do you manage your early game economy? Do you do it like me, where I crash my econ as quickly as possible, setting up the fastest number of colonies possible, and then setting the spending and tax slider as low as possible (for 100% approval in the newer colonies) and wait for pop to recover?[/quote] It really depends on the game settings/map and the way how you build up your planets (mixed, all lab or all facs) but here are some ti

33 Replies 96,665 Views

What I hate about the AI is that he pretty much knows the location of every single planet right off the start. In an all-abundant setting it'S ok since you will get your fair pick of planets but since I play on mostly random I have to say it's pretty unfair if you have like 2 or 3 planets in your whole reach. Because, you won't get them^^ However, trading for freshly colonized planets with tech is a really good option but it depends highly on the diplomatic racial stats of

14 Replies 17,529 Views

Thanks Divine for your quick answer well the reaons for my disknowledge is that previously I played for MV score and also mostly ZYW and there you don't have to warfight at all. On very fast techspeed just build the SCC declare war, take all planets. Besides, for score, all the modules are completely irrelevant as they aren't taken into the MMR. [quote who="DivineWrath" reply="1" id="3394284"]I recommend that you don't use fleet modules to make a meat shield. I con

7 Replies 17,642 Views

[quote who="marigoldran" reply="4" id="3379281"]But keeping at 60-100% of MMR. That's interesting. Why is building too many units bad (if you have the econ for it)? Does it make all the AIs want to attack you? [/quote] Well if you can do it then I'd say do it, having a high MMR is pretty much the safest thing to victory. But you sacrifice some production for it, and that production could maybe be used elsewere. Now that really depends on the map. The point is that after some t

7 Replies 10,404 Views

[quote who="michaelwhittaker" reply="10" id="3391690"]why cant U assist the larger ships with military starbases [/quote] You can but it's pretty useless because the net effect of MS assist per fleet will diminish because Tiny Fighter take only 2 logistical points besides these Fighters are more easily replaced. Lets say you have traded for the very best early weapon from Yor/Iconian Scatter Gun Mark II (or play them yourself and take Scatter Gun Mark III then) you can pump out th

11 Replies 15,579 Views

Well with Torians you actually have the best chances to colonize planets AND having production turned on to 100% because the economic return of a quadrupled pop growth can better support that than any other SA. (except maybe Humans with techbrokering in a small map) The way I see it getting pop high is pretty much the very first thing you should be focusing in any game because building any sort of building on a fresh planet will only turn the economy even more into the reds, further b

28 Replies 39,386 Views