Alf Melin

Alf Melin

Joined Member # 633793
0 Posts 0 Replies 57 Reputation

[quote]The combat is not always won automatically. I withstanded many Torian invasions successfully in a game a while ago. If the defenders have enough soldiering/population/defense improvements, you need several transports to take them away, sometimes having to use specific invasion tactics. So it's not always an instant win, it can be an instant loss. Now a fight that lasts more than one turn might prevent alpha strikes. I don't know how gameplay would be affected but it could be wort

8 Replies 516 Views

The current system of simplified and instant ground combat ok as it allows fast gameplay, but I think it would be very positive if a planet could be contested instead of always having an instant win. Basically I'd just like to see the "20 billion died in an instant and the planet is now yours" system changed to a battle cycle that extends over several turns and gives players a chance to reinforce a contested planet. It would open some interesting possibilities such as desperate tech

8 Replies 516 Views

Has any thought been given to other alternatives than the boolean stack / no-stack choices given in the poll? I'm thinking along the lines of: 1) Change Starbase effects so they are only effective within a 3 square radius of the starbase (dump the entire sector thing), makes it *necessary* to build many starbases to get good coverage in a sector and makes starbase stacking less effective as you reduce overlap area of multiple bases. 2) Change Starbase effects so they have a va

4 Replies 213 Views

Had a game yesterday where the first UP meeting was if empires at war should be taxed. Voted no. The next meeting was the same issue and so on until the end of the game. No other issue was ever brought up, it was always and only the tax for empires at war... (outcome was always D ie no tax). BTW, I didn't read the entire thread so don't know if it's being worked on but I think the "invisible ship" problem is the single most irritating bug in the game.

236 Replies 8,403 Views

Haven't visited this thread since page 3 ;) so maybe this will duplicate other suggestions: - Automatic population balancing between same-system stars (ie if there's 2 planets with morale 50 and morale 100 respectively people would tend to emigrate from the 50 and move to the less over-crowded 100) - In the build queue, highlight or dull out any galactic achievements which are already being built at another Terran planet (trivial enhancement which saves player from duplicate

529 Replies 27,131 Views

I'm playing 1.09C[b].001 according to SDC and got a *lot* of invisible ships in the game. A quick search on the forum turned up a couple of hits but no fix other than save/reload. Is there anything Stardock needs to help debug this? FWIW I'm on DirectX 9 and don't remember ever seeing this issue while on DirectX8.1.

191 Replies 7,690 Views

Hmm, I like the new alignment icon but was surprised to see so many "good guys" out there. Are you all great believers in keeping the peace and tech victory rather than backstabbing, mass xenocide and profit above all else? :HOT: Things have been quieting down over in the world of HOI so I think I'll be hunting the Drengin again this weekend :) About time too, I just can't stand their attitude - from my point of view they're practically knights in shining armor! [Message Edite

1,311 Replies 34,459 Views

G-Force, I'm registered at the forum now. Are any of the guys around here into modding? I'm not too bad at scripting and debugging so could help out, we could look at getting a community project going.

1,311 Replies 34,459 Views

Ah, still number one :) I'm involved in the C.O.R.E. mod for Hearts of Iron so it's been busy days as we just released 0.2. Hopefully I'll be able to get back to GalCiv soon though. Nice to see these forums getting better as well.

1,311 Replies 34,459 Views

It's not just trading, it's getting it through planetary conquest or espionage as well. Basically a race should only make use of (ie receive bonus and build improvements or ships) of those techs that match current alignment.

21 Replies 3,874 Views

Playing on larger maps there's a considerable issue with moving ships to be battle area when on the offensive. Hence in the end game it becomes meaningless to produce new ships which will never see action. At the same time your empire is approaching a stage where most social projects are already built or if not yet completed they will never have time to provide ROI. On the basis of this I went for 0% spending in one game and put 500-1000 per turn into destabilisation for each enemy race

3 Replies 2,266 Views

Good summary :) A few comments: - Your trade partner also benefits, so beware of strengthening those you may come to fight later. Better to trade with a minor where possible. - Freighters are cheap so in the early game always establish short trade routes at once, then replace with longer/better routes when new freighters reach their targets. - Pre-position freighters so you can get a new route on the turn you get new tech or a UP resolution allowing more routes. <

24 Replies 3,697 Views

Varies on starting position and how quickly I come into contact with other races. Key strategy isn't really what I research but to get ahead in 1 category. This allows you a strong bargaining position (if you trade)and an edge in the chosen category to further your overall strategy (be it influence, military, economic or otherwise). Never try to research everything yourself - you can collect all the dead-end techs by invading planets, spying, selling trade goods to minors who are about

6 Replies 386 Views