IztokBitenc

IztokBitenc

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

Hi! Do Fertility Acceleration buildings not work as described? They do, but not how one'd expect. One Fertility Acc gives only 19M new pop (25% of default growth) if approval is below 75%, and 38M at 100% approval. No other growth bonuses apply. BR, Iztok

17 Replies 11,690 Views

Hi! although I don't really like sending in kamikaze ships that much anyway Just the price of doing bussines. Think of them as Antimatter Missiles from GC-1. A bit costly missiles though. it felt like the drengin had to be operating with clos

17 Replies 11,690 Views

Hi! In all my DA games I haven't seen an AIs' small hull with an engine. Even on medium hulls is an engine quite rare. What I'd like to see is significantly smaller engines for smaller hulls, and bigger engines for huge. Like: hull size change -------+------------ tiny 40% small 60% medium 100% cargo 110% (?) large 130% huge 160% This could be IMO accomplished with about halving the base size for all engines, and significantly incr

400 Replies 130,226 Views

Hi! I'd much rather be able to see (planets class 1, 2 and 3) on the map, the same way I can see the PQ 4 and above now. They just need to add the same extra circle for PQ 3s and under that they now have for the PQ 4s They already have a green/yellow icon for extreme planets. Just add that green icon to all normal planets, and problem's solved. BR, Iztok

400 Replies 130,226 Views

Hi! The 'super shot' is due to the fact that all of the bonus damage from weapons bonus and (I think) starbases piles on to a ship's first weapon shot of each round IMO that happened in my case. I've had lots of battles with Drengin this night and 've noticed a really big hit (20-50 HPs) occured sometimes (I estimate ~5% of all shots fired in 170 attack vs. 300 defense), but enough frequent I started pairning my large hulls, in order to destroy drengins'

90 Replies 43,620 Views

Hi! I've already bribed every other civilization to attack them but Korath're beating the snot out of everyone and taking planets left right and center Before that happens be prepared to become a vulture: wait with lots of troop transports at the edge of the front and when enough victim's planets lose defenders, you land your transports and claim planets for yourself. You even don't need your own military, as the attacker will take care for victim's warsh

41 Replies 23,508 Views

Hi! I still don't get how they managed over 800 attack per ship, what must that miniturization bonus have been... and I had 3 shrinkers IIRC in DL miniaturization is capped at 150%(?) for exactly that reason - too many shrinkes conquered. This cap could also apply in DA. But the miniaturization bonus AIs get is probably applied after the cap. IMO you can test their bonuses by designing exactly the same ship they have, and comparing stats. <div c

17 Replies 11,690 Views

Hi! scout ship I don't use scouts. All scouting is done by my colonizers. Only they can be fast and with good range, and can actually take the planet for me. The only thing that could be referred as scout are my anomaly explorers: cargo hull, survey module, 3-4 engines, rest life supports, but those are after-colony-rush ships. heavy fighter I don't build small-hull based ships. I fight with mediums. Only in t

12 Replies 11,230 Views

Hi! When i now try to continue or restart the campaign mission i get a CTD. I too had problems with continuing mission. IIRC I resolved it by starting a normal game, exiting to main menu and clicking "Continue campaign". BR, Iztok

18 Replies 3,401 Views

Hi! > Going with pop on your HW from 8B to 12B (+50%) gives you only 22% more > money, but gives you lots of approval problems when you want to tax them high. It's a lot more than 22%, because remember you've got 8 or 9 tiles of adv. market centers which is an extra 80-90% tax on that homeworld. I don't have 8 or 9 tiles of AMCs. I have to build them there. And while I'm building them there I'm sacrificing each second/third turn a col

22 Replies 16,812 Views

Hi! you guys thrash this game and make it cry for its mama. I want to be able to do that! Welcome to the 4X gaming! 4X stands for eXplore, eXpand, eXploit, eXterminate. The recepie to win in GalCiv is the same as in all 4X games: - eXplore and eXpand: find and grab as much teritory (planets) and resources as you can, grow fast and big! - eXploit: grow economy (population, money income, infrastructure on planets), to get tech to build better shi

29 Replies 19,334 Views

Hi! if you are experiencing forced combat-ending shots That's the point. I NEVER faced a forced ending shots. My ships had 10-20 attack, and were able to clear defence-less opposition well before turn 50. I've heard of "super shot" (never read anythig from dev's). Could that be a case? BR, Iztok

90 Replies 43,620 Views

Hi! I think you're a troll. Plonk! (At least I wish I could do that here) BR, Iztok

4 Replies 8,183 Views

Hi! (@Wargazmo) You can afford having a colony ship each 4th turn on the AI level you play. Try that strategy in a maso+ game and you'll get only 1/4 of planets you usually have. Making your secondary planet a production one means "wasting" a factory on a 300% production tile. That's the output the Civ Capital on your HW has. Going with pop on your HW from 8B to 12B (+50%) gives you only 22% more money, but gives you lots of approval problems when you want to tax them

22 Replies 16,812 Views

Hi! Secondary planet rush-buys 4 factories + starport in the first 5 turns That makes ~3600BC. With what will you fund next 10 colonies over next 30 turns? ...and then starts producing colony ships like mad Where you get the population for fillign those colonizers? Even with Torians and 100% approval has the second planet about 1.5B pop at the time it starts producing colonizers. Well, if you build with the

22 Replies 16,812 Views

Hi! You can be functionally invincible without all that much investment in defense technology. I too supported that opinion. But after fighting Yor's and Drengin's medium & large hulls with their 70-180 missile attack I'm not so sure anymore. My game is DA 1.5x.59. My counterdesign to those all-attack ships were medium and large hulls with 2 weapons, rest point defenses. Most of the time my ships had more defenses as theirs had attack, so I shoul

90 Replies 43,620 Views

Hi! In my experience, maxing weapons and logistics can still beat anything in this game, its just a matter of how fast. In my currrent game I wanted to prove the opposite, and IMO I did. However some might also argue that beating 2 large hulls, full of Anti-matter torpedos III with my single large hull with 2 AM torpedos and 20 ultimate missile defenses isn't a proof, especially when I have three times their pop, slightly better economy and can spit out s

8 Replies 9,169 Views

Hi! /Very often next turn comes before I got out my ships from orbit. Is there a way to desactivate "next turn"? In Interface menu diable Autoturn (Auto end turn?) 3/Even when I fixed a rally point, ships remains in orbit, is this normal? You have to tell the planet to send ships to that rally point. Click the tiny yellow dot above the planet picture to start the dialog (main galaxy screen, planet selected).<b

6 Replies 2,974 Views

Hi! You might be better off though putting those 4 Factories on a planet with a moon, and replacing them with Labs, Without factories how log will it take to fill all tiles on that big planet? BR, Iztok

5 Replies 5,721 Views

Hi! DA game 1.5x.59 patch. I'm upgrading Enhanced Factories on conquered Thalla to Manufacturing Centers. Each and every upgrade of ~10 factories costs me exactly 150BC, the same price I'd pay for a new one. Is that connected to the fact Thallans build their factories for 1/4 price? BR, Iztok

7 Replies 6,447 Views

Hi! In most my masochistic games I've seen Drengin (and now also Korath) playing by that rule, and if they're not hampered by a bad start, or a close neighborhood of both Altarians and Torians, they just roll over their neighbors, one at a time. And while they're taking planets, they also receive techs from their victims. So at the end they really get everything. When they get their momentum (planets of one or two races), seems that I am in most cases the only one that can stop them. Also in

8 Replies 9,169 Views

Hi! Planets with rings get a 10% bonus for research For me the main point for planet's specializiation are special tiles. The +10% production bonus is just too small to ignore a 300% research bonus tile on a moderate panet. However besides the manuf. and research capital I don't specialize planets much. One or two more factories or labs, that's all. Most big planets get 4+ factories, 4 research buildings and a RC center anyway. BR, Iztok

5 Replies 5,721 Views

Hi! What about you? Recent DA ver. 1.5x.59 sandbox maso game, slowest tech, I played as Thalan. All evil civ's went with missiles, so I went into point defenses and created two medium ships with three plasma guns, and 8 PD combos, tailored specially for Yor, who were flying around with many fleets of 3-4 small hulls with Harpoons for 25-30 missile attack. Short story even shorter: just one of my ships, that I sent to yor's core planets, removed

5 Replies 4,891 Views

Hi! at just under 10000 my trade was 871/turn. When I crept over 10000, it went to 471/turn. I've seen one player reporting that, but he set the limit to 5000BC, and I couldn't repeat that in my game. After reading your post it finaly became clear the me why I haven't noticed ~5% drop of income in every game I played, but just in some, when my treasury crossed 10kBC. Thank you for sharing that info! IMO trade revenue is alrady so small, that I r

4 Replies 3,625 Views