Lame, I got a Gigantic Galaxy game saved before the 1st move is made. It's me (north center) and the Evil/Smart Dregins (middle center) with the other 4 AI grouped in the far SW cornor (bad map design). The first 2 times, I misplayed and the Dregins started conquering my worlds. Even with Love mushroom, my population growth, manufacturing and research lagged theirs. I think I had more planets but was unable to build Defenders & Axes faster than their corvettes could destroy them. Will try this m
TheoLeo
I'd like to see you win a game with all AI set to Smart/Good and you only Evil civ (Genuis impossible). I tried it once and gave up. I've noticed that the Good civs react differently to netural/good and netural/evil. Perhaps a better indicator is needed on stats screen.
#7 - I've seen transports destroyed in convoys instead of battleships. Why should starbase be any different? Unless, IF a ship could dock with a base and add its defense to the base defense, its HP to base... hmm? Starbase has 5 spokes, 1 for each ship. #3 - ship info should include ship's homeworld. Great for freighters. #5 - I usually sort social projects just after assigning wonders, looking for dups. your idea would save me a look. This could be combined with #11, wonders b
Lame and Solitair are right. 50 bases in every sector is dumb. I would be happy with 2 starbases in selected sectors, maxed on defense and production, trade or influence. Just imagine your manufacturing planet with 3 starbases maxed on production improvement. Mine has 90/724/143 production with 1 maxed base (A 100 shield indicator is really needed as the 724 overlays the research shields and looks awful). Since a single starbase can now improve production 125%, does that mean a
I have a different fleet suggestion. I sometimes build a fleet with 5 or more transports and 1 or 2 battleships for escort duty. While on auto-pilot, I've seen these battleships auto-attack nearby enemy ships. If my battleships lose, my transports are doomed. There should be a fleet option to avoid combat.
I've seen this suggestion in another thread. I agree, it's worth repeating!
Lame, instead of a warning, how about when you upgrade a starbase, the actual multi-base bonus is displayed in the upgrade window? A 0% for non-cumulative modules and the actual cumulative improvement bonus based on the number of bases in the sector.
Check out corvettes. I think I was able to build them before all the pre-reqs were done: 1 of the new techs added to game in last build has corvette as pre-req (if my memory is right) and I had already had a few built when new tech became available.
Tech and I posted same time... #6 works. it toggles between the system and planet view.
#3: I was just looking for a trade post when I saw Breeze's! Got a Starbase/Trade problem: I sometimes have a hard time doing trade upgrades on starbases. By looking at the trade screen map, I can't always tell if a trade route travels thru a sector or not. I got 8 routes in my current game between 2 sectors: 3 of my planets in 1 and 2 AI in other. I just cant tell on the trade mini-map if the routes goes the cornor of a in-between sector or not. Unless there just happens
Lucky has valid point. Are Colony ships combatant? They get destroyed with attacking a system.
update: I just quit and re-started game. the dregin icon became my own. Since I didnt build this freighter, there is a bug as this freighter shouldnt exist.
I first noticed this in 4b but it remains in 4c: I conquered a Star System and there is a freighter in orbit. In this case, the ship icon is Dregin but the ship info indicated Terran. Shouldnt all AI ships be destroyed when invading? I think the debug has answer: Debug Message: Make Ship Leave Orbit: Brad Version Debug Message: Destroying ship Defender 194. Orbiting: 1 Debug Message: Was Orbiting: Severus Debug Message: Make Ship Leave Orbit: Brad Version Debug
Captain, I was going thru my old manuals when I found 2 of yours: Gal Civ (1994) and GalCiv2 (1995). The original min sys req were: 386sx-25 w/8mb ram and 10mb disk space. :)
In the ship list, some starbases have a picture of a 'constructor' next to them. This picture disappears when the base is clicked on. The Starbases built on resources have no such picture. These resource bases benefit the entire civilization and should have a special picture. I suggest a picture of the resource being mined in the ship list.
on some turns, which single-clicking on AI ship, a buzzer sounds and the sector changes to my last highlighted ship (this bug been around for long time). If I double-click fast enough, the buzzer still sounds but the ship window for the single AI ship appears. When done, sector changes to my last highlighted ship.
Can no longer re-name ships by clicking on the ship name. I like to re-name ships i sell as (1) the renamed ship is at the top of my list and (2) I dont like to see USS on AI ships. There was a discussion of putting a curson on the ship rename box.
#1 - direct Constructor: good idea but dont think it will happen. Most starbases become specialized but all need good defense. - auto sentry colonies: makes sense for a badly damaged ships to retreat and avoid all battles. #3 been posted for weeks - other treads.
Beta 2 used a number for morality. You might have had 0 for morality and you need 70 for Good. Netural is between 69 and 20? The starship 'Good' choice adds just 2 points to your morility.
how does SD feel about a map editor?
Lame, I build 4 Hawks and set them and my survey on auto-survey in a gigantic galaxy. Sure they were powerful, but an Overlord or Avatar would still destroy them.
#7 - I agree. It would be bad if, during a war, a survey ship went into a wormhole and appeared deep in enemy space. #8 - auto-explore own/allied sectors and avoid enemy space. #11 - yes! #12 very useful. I perfer clicking here instead of the next button on the planet screen.
I'm playing in 18x18 galaxy. I have planets in sector 0,17 sending frieghters to AI planets in sector 17,0. That's 18 sectors x 12 grids = 165 grids long trip. At 10 grids per turn, it take my freigher 16 months to get there. When they finally arrive, the planet of origin is changed to one in sector 9,14. I was planing to put starbases along the route. - Is there a max length for a route? - why was the planet of origin changed? - Why can't the info screen of frieghter show planet of
why not a map editor? Allow a max size of 36x36 to be imported with stars already planted, with the home worlds of the races. The galaxy generator would then added the resources.
They had shipyards in the last os/2 version. I dont know if SD plans to bring them back.