[quote]Maso players are more tempted to exploit this bug due to the difficulty of that level[/quote] I'm not sure what this bug is but I survive Maso without it.
TheoLeo
[quote] Ships, however, are generic: If you spend 45 units of ship-building effort toward a colony ship and then switch to a freighter, you instantly have 45 units of freighter built. [/quote] Was this by design? I perfer the social project way of building - it's more real. Getting Dreadnought tech and changing all Death Knights to Dreads does fast complete some Dreads but is this realistic? :notsure: I propose a mix of the two - a 50% production penalty when changing ship ty
re #1 - its just not the population, abundant is also much harder.
1. are scores influenced by the Inhabited planet setting - does playing gigantic rare offer the same scoring as gigantic abundant? 2. there are a few settings for macho - does 5 incredible offer the same score as 3 incredible and 2 genius? 3. should the metaverse remove the scoring limit and list the players by highest scores?
[quote]And the maintenance on a PQ10-13 is only 5bc, while a starbase takes 10. [/quote] I've notice that a starbase starts off at 10 bc and each improvement cost 1 bc - the cost of the constructor. ( I didnt check lastest build).
[quote]abandoning a colony is an evil act. The proper way to abandon a colony would be build a colony ship and load the ENTIRE population on the colony ship.[/quote] good idea. what about a PQ hit for the evil act? [quote]I also think that low PQ planets (perhaps 11 or less) should not be colonizable at all[/quote] A planet needs liquid water to become a colony.
It is possible to keep reloading a saved game to get the event your want. Sirian implied in his post that abandon and re-colonizing a planet can also cause an event. I just thought of a table to remove two cheats. Removing events from low-class planets also works and easier to code. No events when PQ < 10 ?
I read Sirian post on alignments and have a suggestion for an alignment fix: When a galaxy is first created, a planet file is created. This file is a 3 occurance table where x and y represent the grid location of the star and z is the planet number. When a planet is first colonized, the planet value in the file is changed. Since this file is not affected by saving and gets initialized only when the galaxy is created, neither recolonizing a planet nor reloading a saved game will trigger
[quote]Both Terran and AI races were stopped from building on a resource. The "you're too close to another starbase" message popped up when I tried to build on it. The AI just kept stacking constructors on the resource to no effect.[/quote] I had a similar problem until I re-loading the game. the message disappeared and my resourse base got built. When a game is retired and then restored, it appears the restore loads the last autosave and not the endofgame save. Sugges
I won my first Maso Gigantic game. :CONGRAT: I zapped 2 of the Torians stars with TerrorStars and they surrended their last 5 star systems. Next turn, I built a terror star next to the last dregin star system. my 3 excaliburs cleared their ships and I asked them to surrender. they refused as I was not powerful enough, so I zapped their star. :HOT: cheese: terror stars moves at 1. excaliburs protecting them move at 7. put a defender inside, move 9. Brad said Terror S
The game: I lost the tech race to the Torians so it a Maso gigantic miltary win or bust. I kept the Dregins alive, 1 star, for trading. There are no techs left and the Torians are down to their last 7 stars. The problem: the Dregins refuse to buy any the last 10 tech for 100 cr. I saved a screen shot showing they have 167,000+ credits and refusing Advanced Slavery for 100 cr. I think this is a trade quirk that should be fixed as they have a buget surplus of 5,000 cr / month.
[quote]terror stars move at 1 space per turn[/quote] This is ok in a tiny galaxy but in gigantic, :sniff!: Excaliburs move at 17, transports 7. Terror Stars should move at the same speed as Transports. [Message Edited]
not sure if these were reported since there is no way to search a topic for keyword so: 1) tradeship in planet bug re-appeared in ver 1.11.078. I have saved game. could not figure why torian, my friends, kept attacking 1 planet until I sent a ship from orbit and tried to return. Got message saying Do I really want to attack Dregin trade-ship. trade ship was inside star. 2) starbase Excalibur-killer defense doesn't work. I'm currently playing a gigantic rare game, last tech left
The one thing I miss in the Window's version of the game is the special Homeworld names for each of the AI. The Terrans have Earth in the Sol system. The AI have nothing. Bring back the special names for the Homeworlds. Even though their capitals may move, their homeworlds won't.
[quote] I leave the option on, just as an out in case I end up in a military stalemate and am bored with the map.[/quote] Me too. I really enjoy the tech victory movie but havent seen it in a long time. A military victory is easier and faster than a tech win. the last time the AI had a tech win over me was in the os/2 version. Is that still possible now? ~SDC~
[quote]The Stellar Frontiers poll needs an option along the lines of "Heard of it, but never tried it out."[/quote] ;) ~SDC~
I've seen empires with players with zero scores or no submissions in 6 or more months. Why keep inactive players in an empire? I would like empires to be more like pro sport teams: soliciting players to join removing inactive players empire ranking according to average monthly scores medals awarded to top 3 empire members - updated monthly
[quote]I made a fleet with an avatar and Terror Star but then found each ship was cycled through individually at move time. However, the Terror Star was now able to move at Avatar speed and went flying across the galaxy[/quote] I saw above elsewhere too and did it in last game. My terror star had 6 moves per turn - just like the os/2 version of the game. ;)
I have a similar starbase problem that foulfoot reported. One of my non-resourse starbases was destroyed. I am unable to build a new base in the same location. There are no other starbases in the sector. I've saved the game if you want it. This conflict has never been solved: GalCiv and WinDVD (OEM ver 1.0) can not exist on the same machine. I kept getting CTD until I un-installed Intervideo's WinDVD. I know the bug doesn't exist in WinDVD ver 5 trialware but why should I spend $75 for
nice letter Rick :) What I cant figure out is why is PCG ignoring GC? :notsure:
[quote]Because when you obtain a trade good from another race, your civilization will get the benefits from that trade good (morale etc)It would be good to see what trade goods are helpingyour civilization like you see planetary improvementsdo etc.[/quote] I reopen this thread with a new suggestion: Whenever a trade good is traded, it shows up as a completed project on the homeworld. :)
game ver 1.10a.73 - started yesterday - 4 CTD in 24 hrs Stardock SmartException Logging Information ------------------------------------------- OS Version : Windows XP Video Card : NVIDIA GeForce3 Application Exception code: C0000005 ACCESS_VIOLATION Crash Addr: 00566AFA 01:00165AFA C:\Program Files\Drengin.net\galciv\galciv.exe Processor Registers (x86): EAX:00000000 EBX:00000000 ECX:00000000 EDX:00FC4A30 ESI:0058BF99 EDI:0012
i've been playing for almost a year and never saw a dread lord.
I read this thread twice and still can win at Maso. Tried 3 times since this thread came out. I've won many games but maso has me :sniff!:
AI survey ship let loose a space shark in my Sol sector early in my last game. That shark destroyed 8 Defenders before being destroyed attacking the 9th. Sharks are way too powerful in the beginning and easy targets at end. The game needs balance.