I believe that won't work if you send multiple ships to the same planet (or even star, it's been a while since I went from Pure Good to Pure Evil to sop up the rest of the techs). [Message Edited]
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Was playing AP gigantic challenging, and I had about 6 'clear the ruins' events in a row.
Cari - I use no mods and crashed at the first Election screen. It wasn't until I attempted to reload that I found that perhaps other things around the apartment will take priority. Another point: If you save and reload the first turn, it works. I like to make sure that none of the Majors are dooomed, locked away in an isolated corner, before starting a game, so I save, CTRL-U, and if they've got lousy start positions, CTRL-N. Once I see that things will progress interstingly, I reload
The silent majority is playing the game and not reading the forums. They are used to how it is now and will be very confused when they have to switch the keys they instinctually hit to do what they expect it to do. I use neither enter nor escape in Gal Civ, always the mouse, since it wasn't intuitively set up as far as I was concerned. For games like Thief and Jumpgate, my keybinds are completely different from the default and unplayable by anyone else except me. As far as ex
I take it customizable keybinds are out of the question? Otherwise, why have one vociferous group's solutions imposed on the silent majority?
vBulletin is everywhere, and for very good reasons.
I like the idea of using techs to limit the number of maintenance-free starbases or modules per sector, and every additional starbase or module above that tech limit costs more than the last, like a binary progression starting with 5 bc. It'll fit into the whole idea of 'logistics', in that an Empire's logistical capacity begins to become taxed once the number of starbases/modules in a sector exceeds a technological ability level to keep track of it all. The simpler way would b
Curse this lack of editing ability. "As for the right-hand column itself, move the stacked planet list to be just below the minimap." should read: "As for the right-hand column itself, move the stacked ship list to be just below the minimap."
One extra - double-clicking on any row returns you to the main map with the ship or planet selected.
I read every page! :CONGRAT: But merely scanned posts that focused on non-interface issues. The only suggestion I have that is not related to my main point here is to fifteenth the request for an autoexplore command. It's too tedious on larger maps. INTERFACE OVERHAUL The only major problem I have with galciv after playing for a while is the interface. Others have asked for the minimap to be visible at all times, with a drop-down being used on all sort functions (especially t
Oh, that Torean colony used one of my billion-pop deep-space seeder colony ships (i.e., one that was intended to be a nucleus of the second wave of expansion, but didn't get built until the end of the expansion phase).
I'm not sure if it speaks to my competence, but I have a planet started on a 14 deep in Torean space that's been ready to secede for about two years now. My homeworld hovers around 50%, and my taxes are at 55%. Empire-wide morale is in the low 60's. This is a Gigantic Normal game started post-patch last night. I'm about twelve years into it and have nearly two dozen colonies.
I'm partial to the idea of caps. Some baseline number for each sector, plus one for each colonized system (or even planet) in that sector, plus one for each resource in that sector. Capping modules or implementing gradual increases to effects complicates gameplay to a certain extent that would not be as intuitively obvious as the above type of cap (and in some cases, perhaps much more difficult to code so that the AI can also take advantage of the deep planning required to account for
I didn't mean the word "abuse", I meant "misogynist". Unless I missed the post where he attacked women...
I don't think that word means what you think it means. Besides, what goes on in this thread can't ever be 'abuse' as you term it. It may violate board rules and the sensibilities of the persons running the board, at which point they're within rights to ban, delete, edit, or whatever. In that sense it's an abuse of some TOS. But to call mere speech 'abuse' akin to physical abuse is just nonsense. Just ignore the douchebags. It's your choice to read and respond, and no one but yo
Seems my 'idea' isn't particularly new, after going through that link, and the links it refers to.
Perhaps set the number of starbases per sector as 4 + number of resources in sector. An empty sector can have four starbases, a sector with two resources (I've seen them) can have six. The lower the baseline number of starbases, the more valuable sectors with resources become.
In my large sub-normal game, I decided to throw caution to the wind and ally with the Torians, Arceans, and Vegans, traded them all their influence and cash for all my techs (I was far and away the tech leader), and am about to cut my trade routes with the Yor. The only victory condition available is conquest, so I'm looking forward to seeing how this plays out. As things stood when I wrapped up the other night, I had 75% of the galaxy's influence and was first in population (200 billi
IG also published (remember: it's not actually making games, just paying the developers to do so) Moonbase Commander. No one bought it, so you can get it for $9 at a bargain bin somewhere. It's a pretty cool came; excellent simplicity-to-strategery ratio.
Heh. Just realized it won't be a good early strat since these aren't early game techs. :p ~SDC~
Getting anywhere in a Large galaxy is a bit of a pain (I've nearly completed my first Large game). I can't imagine what travelling through a gigantic one will be. I agree with #18... get the higher-end AI to do this also. Once I get into a Gigantic galaxy, I'll be setting up a Core sector for catapulting my frieghters. I haven't gotten my financial strategy down to a point yet that I can survive without early trade routes. ~SDC~
Xcrement. Priceless My only, biggest complaint (real complaint) about Galciv is the hideously frequent spelling and grammar mistakes, both in game and on the site. As for MOO3, I've only loaded it six times since buying it, and the only time the built-in alarm clock actually got activated was when I was distracted for four hours by C-SPAN.
Actually [treckgeek="ON"]... Chekov and Terel think they are on Ceti Alpha VI, which they are checking to make sure it's lifeless for an experiment. They are found by Khan, who expresses displeasure with them. Checkov tells him that on Ceti Alpha V, he had a fair chance (insinuating that Khan chose his situation), at which Khan rages: "THIS is Ceti Alpha FIVE!" My only complaint about the use of it is that whoever wrote that description has the word "is" being emphasiz
My favorite reference? "This is Ceti Alpha V!" as a descrption for a low quality planet number.
So... is this something the AI could pick up on if players use this strategy and submit it to the metaverse? It'd be interesting if you're playing in Gigantic, the Drengin on the other side of the galaxy declare war, and the very next turn they have ships in your core sectors. ~SDC~