Nastavnik

Nastavnik

Joined Member # 634099
0 Posts 0 Replies 138 Reputation

[quote]If you are talking about the diplo. translator, it would cost you a lot less to buy it from a minor, or even from a major, than to go into deep debt before your economy is up and running. [/quote] Yes, but then I could not prevent others from getting it too. Except by taking out the minor just after buying it, but then losing a trade partner.

32 Replies 1,117 Views

[quote]and who know how to use transport ships[/quote] I agree As for the starbases, in my current game I build 2 logistics wonders, and the cost is really affordable. But I do not construct fleets of terror stars. Only resource starbases and eventually one or two in my best sectors (where have several planets) tp help production and trade (and defense eventually)

35 Replies 1,142 Views

[quote]Also a long-standing bug, and I'm pretty sure a known issue, but the tech requirements for invasion tactics don't work (all invasion tactics are available without techs). Since Mass Drivers is the only default tactic that's supposed to have a tech req, it could have slipped by, but it would be nice to have fixed for modding purposes.[/quote] I didn't even know there were tech reqs for this. But it does make sense :)

285 Replies 17,306 Views

[quote]I am actually happy with that, Alex or Cari always builds the Diplo Trans before anyone else in my games, usually around turn FIVE[/quote] I always get diplo translators :) (including in my current game, a medium maso). I've read somewhere here that if you save-load, then, most AIs, including minors, will rush build the wonders/trade goods they can. Avoiding doing that has helped, somehow.

32 Replies 1,117 Views

Don't know if this is a bug but... I thought that in 1.49 the minors were not supposed to build trade good and wonders (at least that's in the history file). Well, Carinoids just build 2 trade goods (ultra spices and aphrodisiacs) :( . Since the beta share files with galciv, is it possible that when I updated galciv to 1.2, some of the parameters were reset?

106 Replies 4,599 Views

Hmmm, carinoids just rush build ultra spices >:( . Just to make me look bad. But no wonders so far. Nevertheless I have played some games under 1.49 and had the feeling they were less "present". Note that my current game is my first maso, so maybe they have some more liberties at that level... I'll report this in the bug thread too, just in case :notsure:

32 Replies 1,117 Views

[quote]Personally, I don't mind them expanding so much, but I do think they should be discouraged... or even prevented... from building wonders and trade goods. After all, they are supposed to be MINOR races, so they shouldn't have the same capabilities as major races, and those sorts of items require some pretty sophisticated infrastructure.[/quote] [quote]I had a feeling that preventing them completely would strike many people as too severe, but I figured I'd toss it out there anyway. I wo

32 Replies 1,117 Views

[quote]Imperium Galactica was interesting but flawed.[/quote] I agree [quote]The others were all good.[/quote] I'm expecting Rome Total war now... that's the only thing that will make me get away from galciv for a while. Or at least make me share my playing time.

27 Replies 1,129 Views

[quote]It is the same kind of game as GalCiv, MOO, Stars!, etc. (A 4X space domination game.)[/quote] Thks Matthew, I'm a bit out of touch: after sid meier's alpha centaury, I only played shogun & medieval total war. Then I tried imperium galactica, which I didn't really liked. Anf after that it was GalCiv. Except for the total war series, it is the first time I play a game for such a long time! [Message Edited]

27 Replies 1,129 Views

when you speak to them, in his side of the screen, you will only see the techs he has that you haven't. The techs you both have will not appear. the techs you have and he doesn't will appear on your side. These are the ones you can give/sell/trade with them.

29 Replies 654 Views

By the way, when selling techs, don't forget to keep your advance over them. Specially avoid selling techs that gives you a diplo bonus, si you'll always have the better said at the bargaining table. However, if you see that one species has it, you must make the strategic decision to sell it to some others or not, and if yes, to which ones (because they'll get it at some point, by themselves or buying from the AI tha has it). The question is do you want them to have it now or to wait a bit more

29 Replies 654 Views

[quote] one never knows if the fleets of the other empires are just passing through one's planets or aiming for the big kill [/quote] And even when they are just passing through, they can always change their minds in the way. ;) Otherwise no, no borders. But you can try to detect them early, by having sensor drones at the limits of your territory. Building eyes of the universe helps a lot too. I think it makes for a more interesting game. In one of mine, I didn't get the

10 Replies 435 Views

[quote]I'd imagine this is not an issue at higher difficulty levels.[/quote] No it is not. The higher up you go on difficulty the issue becomes their refusing to give you any money for techs. :( Glad it helped. Feel free to ask questions, you'll see that most of the community is very friendly and willing to help. :)

29 Replies 654 Views

[quote]-I've been conquering opponents' planets by a)destroying defenses with my fighters, then b)sending transports. The transports seem to have very limited success -- most invasions are thwarted. Should I be conquering differently?[/quote] Don't send them one by one. Fleet them together and send them all at once. If there is enough survivors, to fill a transport, you will still have it. (I mean, you attack with 10000 and there are 4635 survivors after tha attack (succesfull of course

29 Replies 654 Views

Latelly I've been seeing excaliburs, but my games tend to last for a long time. Usually I'm not the one to reach that tech first, so for some time, my whole fleet is at risk: in one game I had an Arcean excalibur take out 3 or 4 overlords in orbit and be barelly scrached. And it had 15 move points, so impossible to ran away from it. 3 to 5 antimater missiles to destroy it, and these were some big AMM (400 att.). But once they're gone, I was free to invade and terror-starize star systems: it take

11 Replies 597 Views

Hi CariElf. Once more great job with the game. [quote]So that accounts for people's save games getting messed up. I didn't even think of it to warn you guys because I didn't actually change the code.[/quote] It's not a big issue. I think we've all been warned many times to finish a game before updating. it is the first time I run into this, but since it was only for a few turns it was playable. I thought that since the war was going on for a long time, people actually took

10 Replies 848 Views

I never had that kind of problem before, but I usually finish a geme before updating. That exemple was from an AP game, but they do use the same files (apparently, since with the 1.2 update, suddenly AP had the logisitics tech as well - though no update to it was made). I'm not sure which of the improvements have been cancelled: soil & habitat improvement, banking center, fusion & antimatter power plants, etc all gone. Shipyards too. And I couldn't see my trade good anymore either.

10 Replies 848 Views

[quote]I think there should be no problems if you are updating from 1.20.085 since there is only one file that is updated and it is the file with galactic achievement.[/quote] That's exactly what I thought. I updated it and then tried to replay my endgame save. In about half of my planets, all improvements had disappeared. Even soil enhancement on Sol (which I am pretty sure I built). Now, the only thing that I did is to install the latest 1.2 update (I already had the original 1.2).<br

10 Replies 848 Views

[quote]My first one only lasted like 20 turns and the Drenging came and used me as rug for their feet. [/quote] Exactly the same thing :( As for a first maso, it was yesterday, and I have a very vivid and painful memory of it. I specially remember the awful altarian sitcoms that were the only thing available on our national network -- and that was before their cultural victory >:( ~SDC~

8 Replies 404 Views

I don't know for the Drengin, but I'm pretty sure Altarian transports work just fine: yesterday a few months befor etheir cultural win they had 15-20 planets, against my 3. After the land grab early in the game, they had only 2 planets. I don't even know what/who they put in those transports!

9 Replies 394 Views