I kept on wondering why my hulls suddenly have only a base movement of 4 instead of the ususal 5. I went back to some savegames and checked when this was lost, and it seemed to occur after I traded the planet (where I build this Trade Good) to the Yor (their final residence) The strange thing is that, during the same diplomacy-conversation, I traded this Trade Good back to me, and would have expected that it might be taken into my racial stats. This didn't happen.
Maiden666
[quote]Also, I just have to ask: how could you possibly have even Xeno Ethics 8 - 12 turns into the game let alone Concepts of Malice? I could maybe see it as a possibility with 100% research funding and very fast tech rates, but it still seems very early in the game.[/quote] Actually, it is very easy to do so. First, you are very right - I go all-lab and very fast research speed. [e digicons]:thumbsup:[/e] Secondly, I usually take everything I can into racial-reseach
[quote who="Sole Soul" reply="27" id="2633903"]Perhaps I should have simply stated that I never -noticed- a time component to research cost. [/quote] Because there is none. You can easily check this by putting a tech into your queue which is subject to depreciation (weapons...). Then pressing some 100 empty turns (in where all AI's will zip through the techtree), and occasionally check if the amount of RP's for this specific tech will have been increased. But it won't, IE
qrtxian, if you manage to get this to work I'd like to know how the (Major)Minors behave in the Colonial Rush. As you can see from the customrace.xml they have a real high MilProd-bonus... once all starting bcs are drained they should be able to outpace every other StockRace with that.
It could also be adressed that most end-tier labs/facs are really pointless in that they are waaaaaay too expensive to build or to buy. Actually, they distract a player from researching techs or building ships - you'll need to focus on SP alot or waste bcs that could have been otherwise spent. Of course there are exeptions to this, as when you free tiles are scarce, but if tiles are there - imagine how many Research Centers you could buy from the money of a single NLC - needless to say those
The EconScore is *solely* based on your SumOfTotalIncome - which is a value that *cannot* be in the negative. The expenses you have are not taken into account. However, in this example you state [quote]The Altarians, my ally, had an "average monthly income" of - 215 bc [/quote] clearly the expenses have been calculated in, and this is misleading. The only conclusion that could be drawn from this is that the Altarians were much more willing to spend money as you, or, we
One thing that always sticks to my mind when I read reports from other games is that this game can be different from map to map, player to player, expansion to expansion. There just seem to be too many variables present to bring this all into one line. Which, in my opinion, is a very good thing as it keeps the game interesting forever. You never know what you will encounter. But it makes it harder for different players to relate to each other. So, e.g. when I say I've observed (via S
[quote who="Cougarshamn" reply="5" id="2632458"]ok, have to be honest, the very first impression was "eww, why do people talk so highly of this?"[/quote] Same here. Game "rested" for a year on my PC until I dug deeper... It has some depth you won't see in the beginning. Esp. when you go to higher difficulty levels and struggle to find out how to survive...
[quote]There doesn't seem to be a debug.err anywhere, because it's never crashed.[/quote] It should be located in your MyGames-folder, or better said, in one of the 3 subfolders that belong to the UE. The debugg.err is always created whenever you start a game, it should be there even if your game didn't crash.
This sounds very interesting. Didn't even knew that these books existed, thanks for the info. I found ENT very strong, more in the vein of the OS, and although it detoriated more towards the end I still long for more. Actually, I find this time-span in the ST universe utmost fascinating. Particularily the Romulans. Read some books from Heyne about the "first" Enterprise, which was after the Neutral Zone has been installed, one of the best books I read.
[quote]And introducing these systems on a larger scale, will not happen, because the big and powerful oil companies will not allow it. There is simply too much money to be gained from oil like I said.[/quote] They will make this money anyway, because oil is needed for a lot of different stuff, too. Neverthless, the oil companies as well as the car-industry must realize that oil is limited and one day will simply cease to be there. If no alternative systems have been introduced then th
Heyho! Here's your answer: All trade-goods give civ-wide bonuses. The building remains on your planet, and is not deleteable. However, if you loose that planet on which it is on, you'll also loose the bonus. However, you could contact the AI that has it and trade for it, see, works back-and-forth.
[quote who="morpheas768" reply="3801" id="2631595"] There are already electric cars, that are even more reliable than petrol cars, the only problem is autonomy. Their batteries consume a large amount of space (engine on the front, batteries on the back, and vice-versa), and they cant go more than 30 miles or so with 1 charge. But this is only a matter of improvement in the existing technology. It is only a matter of time before electric cars can run 200 miles with 1 charge, and I am not
[quote who="morpheas768" reply="3806" id="2631699"] No, there is no point, because we ALREADY have got ultra efficient energy sources, (electricity, solar power, etc), they just dont put them to use because there is a lot of profit to be gained from fossil fuels, and that was my whole point. Electricity is now. Tidal power is now. Wind energy is now. Solar power is now.[/quote] Yes, these systems are all nice (although I don't get "Electricity"... [e digicons]:|[/e] ) bu
I think you can do that by giving them another AiPersonality. At least, you can turn a StockRace into a Minor, and I see no reason why it wouldn't work the other way round, too.
[quote who="ZeRoToXiN" reply="3" id="2629894"]METAL! [/quote] rulez!
[quote quoting="post"]one reason is that the AIs never build the bugged MCC [/quote] Well, perhaps they still believe the original (and faulty) description, and they really aren't out for influence wins. [e digicons]:P[/e] Seriously, it's "Concepts of Malice" that they don't prioritize in researching. Once they have it, all 4 Evil-wonders have a pretty high value to set into the planetary queue, even the Temple of Evil - which is most costly but totally pointless. <p
[quote who="Nesrie" reply="570" id="2629672"] Having a multiplayer game does not mean you have to dumb down, simplify or quicken gameplay. I don't know the number between Galc Civ and say Civ, but I suspect Galc Civ is smaller, and that's fine. There is nothing wrong with putting out game that requires patience and long turns in multiplayer. There are plenty of us who don't mind that at all......... Multiplayer does not have to dumb down or speed up play.[/quote] In all hone
[quote who="ShotmanMaslo" reply="567" id="2629464"] WTF? Those numbers sound insane even for immense sized galaxy... [/quote] [quote who="ShotmanMaslo" reply="568" id="2629471"] Ever played chess? [/quote] Well, they are from a Gigantic-one, which, in DA, will even hold more planets as the TA Immense one. But this actually serves a good point here, if we look into the evolution of GalCiv we'll see that, from version to version, the galaxy-size always got increased,
[quote quoting="post"] So shall I just destroy the enemy IF? And what if I'm not in war with the other civilization? [/quote] Actually you can simply ignore them, the AI usually don't max them out or build them directly toward the planet where they would be more efficient. Also, on a certain time the AI concentrates on weapons-research solely, he's usually not having the techs either to be able to flip your planets with said base. [quote]I can't recall if one can tra
[quote who="Nesrie" reply="564" id="2628828"] What do you mean? Civ, Heroes of Might and Magic, and several other strategy titles are turn-based. Simultaneous turns are the more common trend in that arena these days.[/quote] In HOMM you move a few players a very limited amount of range on the map, with occasional fights that last a few minutes at best. In GalCiv, esp. on bigger maps that can be quite different. Yesterday I ended a turn that lasted ~36 hours of continuous play; mo
[quote who="skidiantasa" reply="3642" id="2628610"]lomse is the game i grew up on ..... i play it every day for the past ten years or so[/quote] you guys really should consider buying her some other games for birthday IMO [e digicons]XD[/e]
An Immense Galaxy and that with Arceans... courageous! What will happen to this AAR when you loose the game? [e digicons]XD[/e] Well, at least Tight Clusters, okay. BTW very nicely done/written. Keep it up!
I'd say medium map-size, 4-5 AIs, difficulty Tough-Challenging. If you choose all-abundant settings I'd leave research-speed to normal, if you set planets/start to less then it might be a good idea to up the techspeed one tick. There are some AAR's in the specific setion which describe such things well, you might want to check these.
[quote who="Altaux" reply="3592" id="2627778"] Favourite scene: the oracle seemingly overshadows Smith, causing him to actually call Neo, Neo[/quote] A very special one. The only scene where Smith calls him "Neo" instead of "Mr. Anderson" [e digicons]B)[/e]