xMrLuckyx

xMrLuckyx

Joined Member # 632382
0 Posts 0 Replies 255 Reputation

Astax, I find your lack of civility disturbing. This post has had nothing but positive contributions until your response. Do you understand how the game mechanisms work? Did you follow any of the positions offered in the OP or in any of the comments? Capacity must be paid for under the existing system or under a system with a de-linked research slider. None of your frankly absurd conclusions follows from the fact of

31 Replies 70,075 Views

Well, it sounds like its settled. The "three sliders totalling 100%" solution is a holdover from GCI, which had only industrial points. When they broke out research points out from manufacturing points, for whatever reason they didn't break out the slider. It doesn't make any sense, there's no way to rationalize it, it just is. For me it's not a gamebreaker, but rather, a huge wart on an otherwise excellent system. I guess my last thought is a 'Hail Mary' question to Mr. Wardell:<

31 Replies 70,075 Views

Enigmatical , thanks for reply. However it's basically a population rationalization. It has no support in the game documentation or mechanisms. Population has nothing to do with prodution or research. If I can only run half my labs and half my factories with 5 billion people, what about when I get to 10billion? Mr. Lucky Kalin, Thanks for the confirmation about GCI. I agree there's no 'waste' but it is non-sensical. I also agree I don't think it'

31 Replies 70,075 Views

Thanks for the comments. Just for the record, the problem isn't 'waste', or spending vs. capacity. Waste is OK and spending vs. capacity is the whole advantage of this system. Workforce/population also has nothing with the problem or how to rationalize it. A factory with .5 billion population has the same capacity as a factory with 99 bilion population. For what it's worth, I believe the issue stems back to GCI. One

31 Replies 70,075 Views

First, I like the economy model in GCII. Its basic innovation is decoupling spending from income and that is a great thing. I do think it has a fundamental flaw however and I would like someone to point out why I'm wrong. Allow me to explain the way I think spending works: Spending: Industrial Capacity. This slider controls at what base efficiency your factories and labs run. Straightforward. Multiply this percentage by

31 Replies 70,075 Views

Anyone having problems using .ship files in the Mod folder? I created my own mini-mod with ship stats that I preferred; but with 1.19 I can't build any ships if I have any .ship files in the Mod folder. The game gives me the message that there are too many ships in orbit so I can't build another, even though there aren't any in orbit. If I rename my modified .ship files and rename the vanilla ones back everything works fine. Ideas? What am I missing?

97 Replies 3,936 Views

That's normal behavior. If you want the trade goods you have to trade for them before you invade. Wonders are completely non-transferable. It makes a certain amount of sense I suppose. The wonders could be thought of as linked to the culture that built them, a conquering horde just can't utilize them the same way. As for trade goods, maybe they destroy the plans before you can get to them? I also believe this is fairly common 'super-project' behavior in similar games, CivIII for ex

10 Replies 318 Views

Yeah I figured as much but my programming expertise is with IBM midranges so I don't really *know* what's possible and what's not. But "roll your own" that's funny. Since you think the GUI's OK, maybe it's just me. Can I ask though, don't you find it harder to use then Windows, KDE whatever?

4 Replies 236 Views

1) Stardock makes its money from Object Desktop and the like. Object Desktop is an *excellent* tool for customizing your Windows desktop. It has all sorts of innovative features and lets you do things with the Windows GUI I wouldn’t imagine were possible. It’s evident that Stardock has a clear view of what makes a good GUI and the expertise to make it happen. The success of Object Desktop shows that their view is a popular one. So how is it possible that: 2) The GalCiv GU

4 Replies 236 Views

Drizzt DoUrden, I believe you are correct my Drow friend. My understanding is that attacking with a fleet uses up one movement point from each ship in the fleet. So in your example, if you have one move left you can attack once as a fleet or three times individually. Certainly bug-like, if not an actual bug. Really not to hard to work around though.

27 Replies 733 Views

LifeWish, To your point 1) You receive this "bonus" always. Anytime a transport and a combat ship are in the same square, the combat ship will be attacked first. It makes no difference whether they are oficially in a *fleet* ot not. Tou your point 2) You receive this bonus never. Whenever two combat ships share a square the first defender is chosen by some as yet unexplained algorithm. It's speculated to be the ship with the highest combination of Attack a

27 Replies 733 Views

CariElf, Thanks for the clarification. It makes sense from a gameplay standpoint, fleets are too reduce movement micromanagement *only*. It means though that the weakest part of the game, the documentation, remains an issue. A good manual doesn't have to give all the game mechanics away but it should provide the essentials; and what it does explain ought to be clear, or at least correct. Saying: "Tip: While combat is resolved one-on-one, if the defender

27 Replies 733 Views

Well, nice guess Staffa. ;) A better Trekker than I can probably give details but I believe the Star Trek universe uses Universal, or possibly United, followed by Star Ship as it's designator, and an excuse to stick with USS. Whichever it is, Frogboy gave Star Trek as his inspiration for using USS in GalCiv.

10 Replies 601 Views

Staffa didn't make it up. Frogboy confirmed in a long gone post that that was the answer and also that he boosted it from Star Trek. I don't know any way to *globally* hack the prefix, I think the answer the modders found was that there isn't one. If anyone can correct/update that statement please do.

10 Replies 601 Views

Just wanted to say I *like* the, shipyard improves ships after they're built, feature. If you think about it, it's actually fairly realistic. A Naval vessels power is not merely a result of the size of it's main guns but of it's support system—supplies, crew rotations, repair and refit, the whole gamut of logistics activities that keep any fleet sailing. Upgrade the facilities of a ships home port and you upgrade the capabilities of the ship-makes perfect sense to me.

28 Replies 5,303 Views

USS Hero ---> USS Heinlein First Battleship/Dreadnaught etc. --> USS Pournelle others include... USS Clarke USS Asimov USS Drake USS Stirling other SF types as I think of them.

9 Replies 315 Views

Interstellar, I realize I sound like a broken record but seriously: In between steps 5) and 6) above, exit the research screen and then go back in before you end the turn. It will show '1 Month' instead of 'Next Month' in the situation you described. Increase the research slider a bit until the research screen says 'Next Month' even after exiting it and checking again. I usually just hit -F4-, -F6- really quickly a couple times to accomplish this. I have no idea wh

21 Replies 522 Views

My $.02 I'm not a 'fiddler', I agree with CodeMonkey--poor benefit for the cost, but I do adjust my research slider when the next discovery is 'Next Month'. I lower it in increments of 5% until it says '1 Month', then I set it back 5% higher. Following this strategy I *never* fail to get the tech 'Next Month', and I get decent 1 turn boosts to my production queues. I will say that to get an accurate research report I have to force an update to the research panel by exiting an

21 Replies 522 Views