pdifolco

pdifolco

Joined Member # 608439
0 Posts 2 Replies 630 Reputation

A question, the idea stuck me and I can't verify by playing right now (office ... :( ). Normally SB bonuses stack...In the case of speed +/- to ships in sector, if it stacks it'll be awfully unbalanced ! Build 4-6 SBs with basic beams/-1 to speed each, and noone can ever move in your sectors - so couldn't either destroy the SBs (unless they are on the sector's edge, just avoid this ! ;) )!! How does the game handle this ? :notsure:

9 Replies 347 Views

AFAIK combat algorithm is thoroughly documented in the manual as it dreadfully simple LOL ! Look at the Library, I've made some Excel stat sheets of probable damage done by ships in 1 round ;) And you also have the "Combat simulator" in the Metaverse menu ... Targert priority ? Well, Brad did state that the "biggest" ship always was the target of all attacks - I think it is the COMBAT ship with most HP that is the target, non-cmabat ships are attacked only when no combat ships a

14 Replies 584 Views

I suppose the whole algorithm is stg like : 1/ AI evaluate value of deal 2/ Then decide to agree (green) if received value = X% of given ,with X maybe like 150-200% base. In 2nd step modifiers are applied - So if "we have a great advantage" base is reduced to maybe 120%, but it still won't agree to give 35/receive 40 ! And it's kinda normal that techs with same research costs are valued differently, indeed some are more useful than others : the fact is that I happily tr

51 Replies 2,251 Views

Col ships could/should be reduced to "logical" amounts of colonists, with fleet of transport needed to really populate a planet. It reminds me of SE4's "Proportion" mod, was exactly that, but SE4 allowed for automated transportation routes, in GalCiv it'll be a chore ...

8 Replies 468 Views

IMHO yes, it is useful currently, and even too easy to do : no cost, no delay, no empire impact on morale. It should thus be made MORE difficult/costly/lengthy, have prereqs, etc... And even assuming the game simplify actions, making everything go *poof* -disappear on a 2B+ planet in one month is rather margical LOL !

8 Replies 845 Views

It's kind'o messy now IMHO... the planet level toggle is more of a chore than a help if it has to be changed whenever production switches from colony/transport to warships ! I'd rather have just one global toggle, and NO auto launch of colonies/transport, else I'm letting all planet at "no" autolaunch to avoid the boarding problem... So we're back to initial problem with all ships in orbit :(

9 Replies 477 Views

Hi Deanco, using your spouse account to hide your treachery, abandoning CM for GalCiv ? LOL I just stumbled upon SE4 community people, now CM, this a fast growing place ! How about an interface mod ? Huh maybe that was what you were trying to do ... LOL

8 Replies 1,859 Views

In my last game I just had minor Scotlinguas in my home sector, so started trade as soon as possible (when I had Translators, in 1st year of game). Their treasury was 4000+ BCs !!! Planet had 200M or so people (they started game with 100, I discovered them on turn 2), morale at 100, and spending>revenue. Is this big treasure just the standard minor starting treasury or did they cheat ? ;)

4 Replies 387 Views

Is negative maintenance possible ? If yes having some negative maintenance facilities will have the same net effect ... It can't be a proportion of maint costs though, only set numbers.

4 Replies 1,738 Views

Hey, you are THE Atrocities of SE4 community ?? In this case I'm sure we'll soon have some nice mods ! :) And yes a mod switcher will be useful for GC : but currently GC doesn't "natively" support mods as SE4 AFAIK, so a "mod switching" tool will entail copying/renaming the whole pack of folders . It's like the original SE4 before Gold, undoubtly Brad will patch that also :) Ok, Brad ? LOL

5 Replies 1,784 Views

If someone's still reading, a couple cosmetic changes : - Ship List presented by "stacks" will help managing big fleets - In the Ships stacked panel, a text list of what's there in addition to the icons (ie "4 Corvettes, 2 Battlecruisers, 1 Transport") will be instantly more readable. Maybe acronyms (BC for Battlecruiser, TR Transport, and so on) would be needed to keep the list small - "Destroy Colony" button NEEDS to have a confirmation window !!! It exists for disbanded ships

689 Replies 31,119 Views

Ok, I'd be brief to give my thoughts : methinks that the reviewer didn't enjoy the game, and is not even a big fan of any Strat games (by reading his "bio" on the site). His remarks on graphics/sounds really make think he usually review FPS or WBG (whiz bang games LOL ) He didn't enjoy the game much, didn't play it much neither, and finally he was pissed of by the AI/Events and by not being dragged at all by the game pace and story. He DID however notice (or was said...) that the game w

134 Replies 8,411 Views

This feature should be changed ... First there is NO confirmation required, so if you click, colony is lost, and the screen changes to another colony ... And if you're not sure it has taken effect and re-click, BWAM, another colony lost !!! :sniff!: This should really be fixed ! More importantly perhaps, I find the feature is unlogical and allow for real cheesy tactics of preventing loss to enemy of a colony (along with facilities and techs), or to simply get rid of discontent

8 Replies 845 Views

There are so much games that sell "Strat Guide" that are not much more than manuals >:( , but GalCiv could warrant a high-quality Guide, with the whole range of strategies available, use of StarBases, Diplomacy, making war, each subject is good for a thorough analysis ! It reminds me of the first Panzer General, relatively simple game but with many possibilities, that had a very good guide. And it will help newbies ... ;)

3 Replies 288 Views

Leto, There are 2 possibilities : Either you're a troll, Or you're an idiot - Don't take it too bad, but frankly what are you doing here discussing GalCiv ?? :sniff!: It's like if I did get some platform console game (which I *hate* mostly)and get to the dev board saying "what PoS, this game has no combat, no RPG elements, strategy is absent" ... :p Well, I'm becoming idiot myself, losing my time .. >:(

114 Replies 4,362 Views

Leto looks like a troll, guarding the Tac Combat bridge .. I'm clearly against ship-to-ship detailed combat in GalCiv, it would be out of design (and not have much interest without ship design, that is even more out of design ...). But I would enjoy a sort of "improved stack combat", where one could give some "orders" that will impact how combat is resolved, for example : * Lines of battle : "First line" ships would be first to attack/defend, where "2nd line" combat ships may attack

114 Replies 4,362 Views

Well, I submitted an Excel file to The Encyclopedia, it gives average result of one "round" of combat for ship attack X vs Defense Y for 1-50 values. Have a look ! :) There's also a neat "combat simulator" program in the Metaverse menu. But it would be cooler if we had a "tooltip" or message giving rough estimates of combat win chance("Excellent" to "Hopeless") before confirming an attack, Civ1 had it IIRC !

3 Replies 335 Views