Twirlip

Twirlip

Joined Member # 614460
0 Posts 0 Replies 24 Reputation

Heh. UP votes can be a bit odd at times. The one bit I'm not terribly fond of is if I run into an opposite-aligned race with more influence early on, and he's the only contact for a while. That can be painful in the long term if any of the permanent rules come up.

3 Replies 192 Views

What probably happened is that an AI race beat you to it (thus removing the resource from your minimap), but that you don't have anybody within sensor range of that square (which is why you don't see a starbase there yet). One thing that people have requested is for resource markers to persist in at least some form even when there's a base on top of them, which makes sense as there's nothing in the game which can move or eliminate a resource; ergo, once you see it, you should know that

10 Replies 500 Views

Put Stardock Central on your office machine. Use it to "download and archive"; be warned that this means download everything, not just the patch, into one big .zip file for the main game (and .zip files for the multimedia or whatever else you download-and-archive). Then write 'em to a CD, Zip disk, or whatever else you use. At home, copy the files into, er, SDC's "backup" directory if memory serves (might be "backups"), and there should be a restore option.

8 Replies 236 Views

If you have Stardock Central (free), download the 1.04.59 patch. I haven't seen the "corrupted savegame" issue since, and before it'd broken something like three games in a row for me.

7 Replies 207 Views

Far easier to code and probably balance would be the ability to set more starting parameters -- number of stars (should be orthogonal to size, within limits), number/intelligence (if their code allows) of minors, multiplier for tech cost (slow/medium/fast research), number of resources, and perhaps a multiplier for random event frequency (e.g. 1=normal, 0=none, >1 = more likely than normal).

529 Replies 27,429 Views

Hm, some of the events are hardcoded -- if memory serves, the .event files (of which there's more than the core one; it probably reads everything with that suffix, disregarding case) only encode the morality/decision-making events. In other words, this isn't one you can disable.

7 Replies 236 Views

I wouldn't mind seeing some treaty options. Research treaties (perhaps only applicable if you research the same thing?), refueling rights (treat bases/planets as supply bases), non-intercourse (avoid each other's sectors; if you have no colonies/bases there and the other's leading in influence, don't go there), maybe a mutual-defense treaty (limited form of alliance; currently, alliances also kick in when your ally starts a war). This would complicate things further, though, and make the AI's

529 Replies 27,429 Views

edelshad -- The problem with liberation is that when a planet is successfully invaded, it's because the previous population was annihilated. There's nobody left to liberate, or if there are, they never ever show up in the population count again... the only time you'd have survivors is when a planet is ceded or if it rebels and joins someone else.

529 Replies 27,429 Views

Mr. Pinard -- That's as bogus an argument as deflecting criticism of a Ford Escort by pointing out that a Trabant is worse. GalCiv, just as with anything else that exists, has its flaws. When such flaws appear to be, in fact, unintended by the designers -- in constrast to conscious compromises made due to real-world constraints -- and users notice them, it would seem appropriate to point out this behavior so it can be clarified and, if time allows and it really WAS unintended, fixed.<

41 Replies 1,572 Views

I'm inclined to think that victims should surrender to the race that's been conquering them, which generally best reflects what actually happens in the real world. City-states, kingdoms, and nations never surrendered to their allies, after all, because it's not realistically an option. For that matter, really-low-morale systems beset by superior enemy forces should probably consider surrender or secession followed by striking a separate deal in order to spare their own miserable lives.

40 Replies 1,326 Views

Looking at GCTech.TECH right now... Terraforming requires Artificial Life, which requires Replication, which requires Transporters, which in turn requires Molecular Medicine and Warp Drive. Molecular Medicine requires Genetic Mapping, which requires Organic Piercing, which requires Zero Gravity Research, which requires Medical Theory. Warp Drive requires Antimatter, which requires Impulse Drive, which requires Cold Fusion, which requires Propulsion Theory.

3 Replies 275 Views

Heh. On military strength's effects on diplomacy... in one game where I'd achieved military dominance (#1, at rating something 300+), the random event popped up where one of my emissaries insulted a Yor official and provoked a war. I called 'em up... and persuaded them to give me money in exchange for peace. ;) Now THAT's rubbing salt in the wound.

32 Replies 2,030 Views

Independent -- The one game in which I *really* cheesed out on starbases, I was cheerfully building starbases only for the trade route bonuses. However, I'd already had massively built-up starbases in those sectors so I didn't need more military or production bonuses, I just needed money to feed the machine. As for how many modules... unless the UP passes a limit (ouch!), you can fit one of every single kind on every starbase (which is to say, a LOT). The manual's a bit misleading when it imp

6 Replies 287 Views

Maybe they had a starbase heavily mining an influence resource (blue cube; should be high priority along with econ and military). Population and certain trade goods and wonders also matter.

5 Replies 234 Views

Incidentally, as a beginner, you might want to turn off some of the AIs (select their portrait, then click it again), or change their alignments to something like Pure Good, which should reduce their bullying tendencies a bit. And yes, superior firepower helps, even if you're just going for a cultural victory. They may even grovel and offer gifts to you. ;)

8 Replies 310 Views

Map size matters a lot. If you like early wars and serious contention over few planets and resources, try small maps. If you're more of a builder and don't want early contact/wars, try large/huge maps. The size and time 'til contact will influence what tech you should be looking at. Oh, and if you're really at a military disadvantage, *do* consider paying tribute, and in addition, try to get the AIs to fight each other. It may take a considerable amount of money and tech, but they m

8 Replies 420 Views

I'll second forceinfinity's appreciation of getting AIs to bloody each other's noses. This is VERY good if you play anywhere remotely like I do ((a) I'm a casual gamer, and not somebody who'se willing to brutally optimize build orders or otherwise micromanage that much, and (b) in the early game I tend to be a pretty extreme builder instead of trying for a low-tech armada. I'll lag pretty badly in military, but it helps when the AIs lower each others' military ratings for me and keep each othe

11 Replies 394 Views

Mouse wheel? Regarding that, I haven't noticed any part of GalCiv (full-screen mode) where the wheel mouse on my Logitech USB optical wheel mouse actually does anything (IE, Paint Shop Pro, et al recognize it, so it's probably not a hardware-related issue). AIs are still occasionally allied to themselves. Minor issue. Tribute still continues post-mortem. This is particularly abuseable in combination with (a) new-found minors oblivious to the combat transport ready to enter o

363 Replies 14,911 Views