Ex Mudder

Ex Mudder

Joined Last seen Member # 417720
7 Posts 34 Replies 1,885 Reputation

When I restart the game and reload a save, all the stars turn white. It really ruins the visual element. They are fine up until the reload. Not exactly sure how to report this, as a saved game would likely work fine on another computer.

0 Replies 1,359 Views

I set my copy of GalCiv to 1280x1024, and now I can't play. I can't even get to the options screen to set it back - the game opens in windowed mode, the mouse hot spot is nowhere near the mouse icon. How do I change the resolution from outside the game?

2 Replies 2,648 Views

It's a compound interest problem. After 50 turns 1.03^50 = 4.38 1.04^50 = 7.1 After 100 turns its 18.2 vs 50.5 - after 2 years, the torians will have a 2.8 times as much population as the other AI civs, wicth a correspondingly higher tax base and thus production. I get around it by keeping my approval at 100% for as long as possible, at least on my home planet, for the pop growth doubling effect. The AI isn't programmed to do

28 Replies 29,119 Views

It is too easy to keep up morale. Go back to .8 When I speed build a planetary improvement, sometimes it won' be recognized. It shows up on the detail screen, but not in the upper windows or the planet list. Quitting and reloading fixed that. Saw it on both a speed built factory on a +300 and a speed built farm on a +300 - no increase in produciton, no increase in pop cap, until I reloaded. I think it's ahppened other times, but

350 Replies 163,709 Views

I'd love to see the surplus production overflow to the next build. 1 week per planetary improvement at 20% or 80% social spending means a lot of waste. I'd love to zip though tedious small upgrades, the way you sometiems can with research. I'd also love to see overflow from colony ship building - the computer can tweak the numbers every turn to maximize building, it's annoying to do so as a human. But eliminating wasted social production

10 Replies 11,234 Views

Nice to know, Brad, but my eyes glazed over about halfway though. My main concern was if I was paying 40 BCs into social production, I want those 40 BCs to be used, not watsed. If I'm reading you correctly, that is what you did - my X BCs spent on social produciton will add X MPs to military production, no boni, if I run out of planetary improvements to build. Thats fine, so long as they are not wasted. Getting social boni, or military boni, or

71 Replies 86,739 Views

Great ideas. A few requests: Can we have the minor races back? I'm playing on a huge map with all 9 major races, and there isn't even one minor race. I prefer 4 - 6 is excessive, 1 or 2 is too little. Fix tech whoring by implementing blueprints - you can only trade away blueprints to techs you know, and having a blueprint doubles research speed on that tech. Add icon and cut research time in half in research window to i

223 Replies 120,664 Views

I have a similar problem, game crashes whenever I try to save my custome 2 stinger III small ship (3rd hull). This always happens, no matter tha game, but not with other designs. Problem 1: I installed Smart Exception, it sez "SDCzip" is missing and drops out when I try to create the exception, so I can't mail you anything except debug.err (which I did, several days ago) Problem 2: How do I set up an icon that runs c:/>g

71 Replies 47,146 Views

It's too bad GAlCiv didn't follow the "blueprint" method of tech trading that Paradox implemented in Hearts Of Iron 2. You don't trade techs, but you can trade blueprints, which cuts research time in half. Of all the systems I've seen to handle tech trading (including the Research Point system of Victoria) I think that this is the best. It takes time to play catch up, even if someone shows you how it's done.

31 Replies 24,301 Views

I don't have the game, but I was wondering if the followinf was a good way to design your ships during peacetime, when you're not sure who your next enemy will be. It seems to me, that the optimal build scheme in the absence of a clear threat and with sufficient tech (which you would need to trade for) isa fleet of three ships, each with a different attack, and 1/1/1 defence (effective 3 against all attacks), or ultimately a 4/4/4 defenc

3 Replies 7,309 Views

I recently picked up MOO III for $10, just for the hell of it. While I found the design philosophy of the game bizarre, it did have some neat ideas. Specifically, I liked the way they had you build ground units and form them into divisions, corps, and armys. I was wondering if GalCiv could implement a similar system of building actual ground units, forming them into larger units, and using them to defend against invasion or to invade. The main benefit would be to give the military qu

8 Replies 442 Views

[quote]It was needed because I could use tradegoods to beatmasochistic in my sleep. Seriously, it was nochallange, the game is actually fun again.[/quote] At the risk of getting kicked off GalCiv, WTF cares if it is easy for you? It isn't easy for the rest of us. If it was easy for you to "beat masochistic in my sleep" it is because you have figured out a way to beat the game. Not WIN the game, but BEAT it. You found a loophole. I'm sorry, I'm not wasting my time on an

147 Replies 3,663 Views

I've taken to leaving constructors hanging out around the AI's resource starbases. Every now and then, one of them get toasted in the course of a war, and I snatch up the resource. In the game I'm playing, I had gotten tired of waiting and was sending dreadnoughts to Yor starbases to kill them. Once I was in position, I would strike. Before I get there, the Altarians (my friends) kill one of them. So I snatch it up with my handy constructor and forward my ships to the next base.

13 Replies 394 Views

I did come up with a real example. The way Europe and the US were able to wreck other economies though technology trade. The way the first world STILL engages in economic colonialism to loot third world countries for the profit of the multi-nationals. I mean, hell, the reason Japan and China are ignoring American IP is because it was too expensive to keep up licensing the technology. The present trading offers are so low that I don't even want to bother to trade with the AI, like in C

13 Replies 528 Views

They refuse to trade with you, or offer you very little, and they do trade with each other? Pah! Civ 3 all over again. That explains why they had battleships when I was still working on building batteaxes... back before I dropped from Crippling (Genius) to Painful (Intellegent). I was able to keep ahead of research in my last game, but they paid me diddly squat when I tried to trade/sell them anything. I hate 1.3. I haven't hated a game this much since Civ 3. Which is sa

13 Replies 429 Views

Well, I have a game where I start with Earth as a class 17 planet. At 39% taxes, I get a 95% morale on Earth. The main reason this bothers me is because it slows down Earth's population growth in the early game, when I am building colonizers. At 42%, Earth is at 82%. Above 42, my 100 pop PQ 15 starts losing morale (and thus pop growth). And there are only PQ 18- stars in my little corner of the universe (granted, there are a LOT of them, but still). If I up to 50% taxation, I get mo

10 Replies 243 Views

I take it this was added in 1.03a? Because I've never seen it before. What about raising taxes? Will that decrease morale so that it stays below 50%? Or will it just decrease taxpaying population? From what you're saying, the low morale just results in slower population growth and lower maximum population. And losing the elections, of course.

10 Replies 243 Views

If scouts cost 1 bc/turn, this really hurts the human player in the early game. Why? Because the AI doesn't build scouts - they don't need to. Was there any thought of how much this would disadvantage the human players in the early game? I usually build 4 of the critters - and 4bc/turn is a LOT in the early game. I don't oppose the 1 bc per - in fact, I'd support making constructors and colony ships 1 bc per. But only if you found a way to give the players more money in the early ga

4 Replies 217 Views

I've given up on a game of 1.3 as beng not fun to play. One of my problems was a very low morale. In 1.1 I was able to maintain 60% taxation, in 1.2 50%, in 1.3 even 40% is causing me problems. I always research diplomacy and switch governments as soon as possible (and then research trade). Is the new government the reason maintaining morale is so hard in this new version? Or did something else change? I even had all of the +morale trade goods, and I still couldn't keep the peo

10 Replies 243 Views

Personally, I hate 1.03. It reminds me of Civilization 3 - so focused on making it hard to win that it's no fun to play. The game got so hard I had to drop back down to painful from crippling. And, despite the fact that I am winning my current game (I think) I'm seriously considering not finishing the game - with 1.03, GalCiv lost the "just one more turn" effect. Tho, for me it was mainly the change in tech trading. When I offer 12 techs to a race, I expect a hell of a lot more than

13 Replies 528 Views