Za H

Za H

Joined Member # 634250
0 Posts 0 Replies 27 Reputation

It got tweaked because you could multiply your income with tech trading while simultaneously trashing the economies of the AI. Honestly, what percentage of your income was coming from tribute? 20%? 50%? 80%? Even if you use the "realism" argument, you'd have to come up with a real example, and I'm afraid there is none. The unlimited tribute was seriously affecting gameplay balance, so it had to be fixed, especially on higher difficulties. You just have to swallow your pride and come to the reali

13 Replies 669 Views

I just found the event in the files... "Cut out the Middleman! An increase in your Interest Rate Ability will decrease your payments on pre-purchased ships." Maybe I need to take the luck pick some time.

6 Replies 239 Views

The "interest rate" ability supposedly decreases the cost leases when you purchase items. I have never had access to the ability myself (are you using a downloaded event?), so I don't know if it just cuts down the duration of the lease or also affects the monthly payment.

6 Replies 239 Views

Ubertaco put it in better terms I thinks. By allowing tunneling you don't have to deal with the war declaration checks or ships from different races occupying the same square. The current path finding routine only has to check if the destination point is valid and every obstacle in between can be tunneled for this to work.

8 Replies 431 Views

Take a few hit points off Starfighters and give them +1 or +2 movement over Corvettes instead. That'll keep the useful even till end game. The limited variety of useful ships in GalCiv is something that can be improved on for sure. Part of this problem stems from the structure of the tech tree as the ship techs are often too close together. The time it took to reach Overlord from Battleships was less than 2 years in my last game. While the initial tech spacing and that between Dreadnoug

13 Replies 487 Views

CariElf: The guard/sentry and all other automated commands also need to preserve a unit's movement points until the end of a turn instead of depleting them instantly. If a player puts a ship into sentry mode, all movement points are instantly removed, which can make an accidental keystroke fatal. By preserving movement points, you can also allow the guard/sentry to act as a passable "wait" command so players can delay ship orders past the auto-pilot phase. Please consider this improveme

26 Replies 844 Views

Check your GalCiv directory for a "../Data/AntiMatterMissile.SHIP" file. The Anti-Matter Missiles came with the initial bonus pack, so try reinstalling it if you can't find the missiles.

10 Replies 717 Views

Instead of programming the AI to recognize ship walls and react to them, how about just giving ships the ability to fly through other non-hostile ships, so long as they don't stop in the same square? It would still be possible to create ship walls, but they would be prohibitively expensive due to the number of ships required for such an operation.

8 Replies 431 Views

1): Unfortunately, planet, system, and empire wide effects for buildings are often difficult to distinguish in game. Influence bonuses are never applied on a planetary basis, although they can sometimes have empire wide effects. When in doubt, I suggest you consult a 3rd party source. Javascout's GalCiv DB: http://webpages.charter.net/trevorpowdrell/ As per usual, my shameless plug ;p http://galciv.bsd.st/zai_h/ 2): Everything goes *poof*, colonists and buildin

3 Replies 308 Views

You would also have helped them finish their research on "Beyond Altarian" too. This is one reason players who enable tech victory should take some penalties if the AIs beat them to the punch. The game doesn't necessarily have to end, but a big asterik by their score wouldn't hurt :p

3 Replies 266 Views

I never found the starbase repair module to be very efficient myself. If the 1% bonus is on the same scale as repair ability bonuses, which don't have any noticeable effect until you've accumulated +50% or so, then they are entirely useless modules by themselves. Someone should check the repair module to see if it is actually granting the proper bonus and amount of bonus.

18 Replies 861 Views

As several others have pointed out above, wasted resources is the core problem with starbase abuse. Give players something more useful to do with their military spending and we probably won't see that many starbases popping up all over the map. Barring that, tying starbase limits to empire size instead of some ad hoc exponential maintenance cost is the better way to go.

94 Replies 3,727 Views

Looks like traded ships are in limbo for now. I loaded up an old game, built nearly a hundred freighters and gifted them to a new minor. The freighters all headed straight back for the minor home world and never came out again. It looks like they get their homebase cleared too, so we'll have to wait till the next patch to get our cheese LOL

5 Replies 2,469 Views

I heard it from others and vaguely remember getting it to work in one of my past games. Might be worth testing it again just to make sure it still works. CariElf said there were some problems with ship homebases when the planet of origin was conquered or destroyed I think, and I don't know if that applied to ships being traded.

5 Replies 2,469 Views

I'm sure they'll just make constructors so overvalued the AIs won't part with them for anything less than all your star sytems, trade goods, technology, ships, cash, influence, and declaration of war on every object in the universe, which is about the same value they give to colony ships ;)

6 Replies 317 Views

Do you accidentally build Economic Capitals all the time but never Technological or Manufacturing Capitals? One thing that often happens to me is that when I double click on a planet from the main map view, the second mouse click will be passed through into the planetary management screen. If my mouse happened to be over the military or social build queue, it will then select a new project for my planet even though I did not intend for that to occur. There is a distinct click sound to remind you

12 Replies 479 Views

It's unfortunate that half the amateur/peer reviews on the net are crying foul and exclaiming that the AI cheats massively. Perhaps it would be useful to make the no-cheat point clearer in advertisements so this doesn't become part of the image of GalCiv. The infinite range AI colony ship fix in the next patch should help things too. I'm pretty sure AIs popping up colonies half way across the galaxy was the most cited cheat.

34 Replies 1,640 Views

You can expect a well run empire in a good starting position on a gigantic map to maintain a 5% population growth rate for the first 200 turns or so. That translates into passing the 1 trillion population mark sometime in year 2190. The fastest way to achieve victory is generally through cultural domination. I'm quite certain it can be completed within a decade on a gigantic masochist map with a good starting position too.

5 Replies 560 Views

CariElf: If you select a stack of ships in guard mode, you will be given command of the first ship on top of the stack. Attempting to select any other ship in the same stack through the ship list on the lower right hand corner will simply result in the first ship being selected again. If the units in a stack were in auto-pilot mode instead of guard/sentry, selecting any but the first ship on top of the stack will result in these ships executing their auto-pilot orders.

26 Replies 844 Views

It might be worth pointing out that because starbass bonuses are 1/2 free and social improvement bonuses are only 1/3 free, it's often best to construct starbases instead of Manufacturing Centers, Fusion Power Plants, and Anti-Matter Power Plants, more so than many people would otherwise imagine with the 5 BC/turn maintenance cost. Starbases can be more cost effective as soon as you have 2 to 4 planets in one sector, and even that limit will be further eased once you have better technology.

6 Replies 1,165 Views