IztokBitenc

IztokBitenc

Joined Member # 634240
0 Posts 46 Replies 16,214 Reputation

Hi! [quote]No. It is DA. They backfilled some of the Tota code. (At least as far as i know.) [/quote] Ugh, my mistake, sorry. I havent't checked DA updates for more than a month, so I completely forgot we got some patches in between. Until a few seconds back I still thought I have DA 1.61. SDC has shown me I have 1.80c.096. BR, Iztok

9 Replies 7,498 Views

Hi! [quote]Other than just beating the other races to them is there a way to stop them from colonizing in territory I have already claimed?[/quote] In this game you don't claim a planet until you settle there. But in this game there's also a neat tactic you can use: let one or two races take small and/or for you not colonizable planets in "your" space, but while they'll be researching expensive extreme environments for those planets, you'll research planetary invasion branch. By invading

4 Replies 2,283 Views

Hi! [quote] I dont see any missile weapon or mass driver options. Is it normal in the campaign? [/quote] Yes. In earlier campaign missions you're playing with a limited tech tree. BR, Iztok

2 Replies 4,541 Views

Hi! [quote]Instead, a VR ctr on a 'water drop' gets a morale bonus of 40% + 100% for the bonus tile = 140% morale boost! This makes the Mystic Spring already one of the most powerful bonus tiles available, especially in the critical early game.[/quote] IIRC that was just a display error in one of older versions of DA. In DL and DA the Mystic Spring just doubles the effect of morale building. Tested in my recent DA game where I used the first morale building on Mystic Spring with expecte

20 Replies 11,553 Views

Hi! [quote]How to Play in Gigantic[/quote] Simple: don't play in gigantic. More seriously: there's a limit of ~200 habitable planets I can stand in a game. Anything above that kills fun, because there's too much micromanagement (MM) involved. All my gigantic games were rare or uncommon stars&planets, but I was still not happy, because it took almost forever to move ships from my production centers to where they were needed.

23 Replies 11,605 Views

Hi! You must be an incredibly lucky person to actually complain about that event. In ALL my games I played I had it maybe three times, and IIRC only once a "+10 levels" one. AFAIK such an event can be disabled only by hacking the exe, because it is hard-coded. BR, Iztok

3 Replies 3,313 Views

Hi! [quote]How do I stop the AI from attacking my invulnerable freighters [/quote] Simple: don't make them invulnerable. There's really no other solution for you. That was the game-breaking problem in older versions of the game. Now AIs will stop attacking after some tries and go after other targets. BR, Iztok

3 Replies 5,558 Views

Hi! [quote]if anyone knew whether research bonuses from either mining Starbases or ability picks are counted towards research focused from factories,[/quote] Yes. [quote]I've got 3 morale resources. Is it worth building up all 3[/quote] Depends on the amount of pop you want to have at 100% approval and the amount of tax you want from them, but I'd say yes. In DA the bonus from morale abilities caps at 100, but after applied penalities from pop and taxes. So a bonus from 3

3 Replies 5,018 Views

Hi! [quote]How would one support a large population of like 24-30 bill?[/quote] By simply not building that many farms. With current game versions (DL, and even more with DA) there's virtually NO INCENTIVE to go with pop over 18-20B, period. The penality for bigger pop is simply too big to outweight the BIG hassle with morale and small amount of gained taxes and influence. For more info you can check [link="https://www.galciv.wikia.com/wiki/Tax"]Tax[/link] on wiki. BR,

8 Replies 6,444 Views

Hi! [quote]there anyplace that would tell me the values of each event?[/quote] Like others wrote, it's in XML files. But from my experience the values are dynamic: the more severe the consequences of yor decision, the bigger is the impact on the morality scale. So an event can "shift" you less if it gives you only a few percent of change, than the same with several ten percents. BR, Iztok

20 Replies 5,050 Views

Hi! [quote] The weather control zenith raises the PQ by 3, giving 3 new tiles. But it requires one tile for building it. So you have a net effect of 2 new tiles. [/quote] [B]Up to [/B]3 new tiles. The average nett effect seems to be one new tile. Might help on planets class 4 and 5 without upgradable tiles - it would make the planet go up 2 classes, thus allowing it to grow more pop. [quote]just wondering what happen if you sell your weather control? what will happen to your ne

27 Replies 50,893 Views

Hi! [quote]Anyone played the old civ2 by Microprose?[/quote] Yep. Has made me quit playing any Civ game, when I discovered the AI's city with three shields of free production got each turn ~40 shields for producing a wonder. The same wonder I've been struggling with for more than 10 turns. I tried everything to beat the AI (caravans, high tax to get more money to buy the wonder...), to no avail. Then I reloaded, activated cheat and just watched the AI's city. Never again tried any Civ ga

16 Replies 16,041 Views

Hi! [quote]In my case, my base cost based on my initial or inherent logistics of 6 was 141 bc[/quote] More likely 150. Remember, you started with logistic 6, and 1.5 * 6 = 9. 150 - 9 = 141. Nice job! BR, Iztok

6 Replies 4,618 Views

Hi! [quote]It would seem there’s a much larger number of researchable passive bonuses (+x military, +y social/econ/pop/morale, etc.) in the tech trees[/quote] That sounds good. I already complained about bonuses from galactic resources - they too much unbalance the game, because there's not much bonuses a player can get from other sources, technology being the main one. [quote]On top of this, it seems an easy matter to go shopping for the techs from the other civs that provide

17 Replies 8,596 Views

Hi! [quote](Extreme colonizing) I totally see how this became on AI blind spot. It's not obvious how much of a mistake this can be until someone takes the other path... [/quote] Now combine that blind spot with the AI over-rushing for planets, using only 20 M pop for most colonies, that completely shuts down its economy for more than a game year, add to it the tech transfer from planetary invasion, and you have a perfect other path. In a game with lots of planets per playe

17 Replies 13,110 Views

Hi! [quote]The problem is all my games are looking the same, [/quote] Welcome to the club. Once a player discovers the path that makes him through the game, he needs to change something for keeping the game interesting. The usual solution is increasing the difficulty level. But the AI will not be different at maso, it will just have twice its usual output. Since you already learned basic game tricks, coping with that shouldn't be a problem to you. There's also another way to ma

16 Replies 8,032 Views

Hi! [quote]One other question; does the negetive impact from attacking someone you have a treaty with include minor races?[/quote] AFAIK it does. However you can freely (without "they don't trust us" penality) attack anyone who gave YOU his treaty. That's why I use my research treaty only as a mean of survival, and not as a trade item, and also the reason why I haven't used my econ treaty for ages. In early game it's worth nothing, in late game it's too big a bonus to give it to anybody.

35 Replies 16,339 Views

Hi! [quote]I had hoped that the Iconians would do something at suicidal with lots of planets. (just me & them, gigantic map) ... He litterally had 90% of his planets with nothing.[/quote] That's quite symptomatic with suicidal games. AIs have such a bonus in production they literaly flood the uni with colonizers, but they load on them very small amount of pop. So they end with lots of colonies that don't produce anything but debt. Just watch the econ graph of the biggest AIs, and you'll

24 Replies 23,936 Views

Hi! [quote]However, I don't know whether the Political Capital would be affected or not. It gives a base Morale and Influence bonus only to the planet it's built on, which means it should be affected by Ruins or Mystic Springs[/quote] I just checked. It IS affected: the Mystic Spring doubles its morale effect. BR, Iztok

27 Replies 19,644 Views

Hi! [quote]Generally, the weapon design immediately preceding it is more cost effective. [/quote] Errr, AFAIK only the "missile" line has such a weapon. Beams should have the Subspace whatever, but it NEVER existed, and guns have the Neutrino Bullets, that can't compare to BHG with its attack 9 and cost 67 (BHG 16/100). The "gun" line has the smallest base size, so they are likely the best weapon for small hulls, but the missiles have the smallest sizemod. Their value grows with

7 Replies 6,273 Views

Hi! [quote]The one where it makes a PQ0 planet/planets with in so many sectors of a given planet where the precurser artifact was recovered would make lets say everything within 2 sectors at least a pq8 or something like that.[/quote] I had that event in my beforelast game (DL version), but it was limited to just one system of Arceans, and has improved three class-0 planets to class 4 without terraforming tiles. Not much use for my all-factores approach. I also couldn't gather enough inf

14 Replies 4,274 Views