Za H

Za H

Joined Member # 634250
0 Posts 0 Replies 27 Reputation

Feargus: You may or may not trigger auto-pilot depending on how you select the ship. - Using the F3 ship list to select ships will activate auto-pilot - Selecting a ship in the stack through the ship list on the lower right side of the screen will activate auto-pilot Avoid these two situations and you should be fine.

26 Replies 854 Views

If you just want the immediate prerequisites: Panath's Tech Tree: http://www.panath.com:8080/ Most of us running fan sites get our information from here though... Javascout's DB: http://webpages.charter.net/trevorpowdrell/ Oh, shameless plug too... My Tech Tree: http://galciv.bsd.st/zai_h/ I think thongor and a few others have tech trees too, but I haven't bookmarked them yet ;p

4 Replies 334 Views

Doh, forum ate the code, let's try again LOL ============================== Post #1: [snip: no criticism of game or mods allowed. -S] ============================== Post #2: [snip: reply to above. -S] ============================== Post #3: [snip: reply to above. -S] ============================== Post #4: [snip: reply to reply to above. -S] ============================== Post #5: [snip: reply to reply

53 Replies 2,705 Views

Look on the bright side. At least you're not censored. My favorite MOO3 thread of all time was... ============================== Post #1: ============================== Post #2: ============================== Post #3: ============================== Post #4: ============================== Post #5: ============================== Post #6: ============================== Post

53 Replies 2,705 Views

Overlords cost 1,800 to build now, so AMMs are still more cost effective and cheaper to maintain. The majority of my fleet in any game is now composed of AMMs in fact. I might keep a handful of Rangers, Overlords, and Excaliburs, but otherwise I ignore all other ships in favor of AMMs. The tech spacing between Battleship and Overlords is just too close, so it doesn't make sense to invest in units that will become obsolete in less than two game years. AMMs remain useful all the way till the end o

10 Replies 720 Views

What should be made clear in the guide is that there are two types of influence. 1): UP Votes 2): Sector Influence (F8 report) The influence you can trade through diplomacy are of the first kind, whereas sector ownership and planet defections are determined by the later. I think Brad's article on influence focuses on sector influence too. Perhaps we should have the UP votes specifically named "UP Votes" and add a small line in the F5 UP window that influence determines how

6 Replies 381 Views

The updates are hidden in Software -> Drengin.net. I think Stardock might want to make SDC launch into that window if the program was downloaded through the GalCiv site so players aren't confused.

7 Replies 273 Views

GalCiv sliders are propotional sliders, not absolute sliders. If three sliders were at max/max/zero, the percentages would be 50/50/0. The icon size is just a visual reminder of how much you are spending into that area. It serves no other purpose I am aware of.

3 Replies 186 Views

Only attack matters, but some of the high attack units such as Anti-Matter Missiles seem to have a multiplier that reduces their rating somewhat. Perhaps the formula starts out linearily then drops off with diminishing returns to keep things in check. Regardless, one AMM is still worth several Dreadnoughts in terms of military power I think.

27 Replies 1,775 Views

Ellestar: I'm quite sure ;) Let me give you an example though. Suppose we have a planet with 30 production... Production Capacity = 30 Paid Production = 30 Bonus Production = 0 Total Production = 30 Now we build a starbase with a +100% production bonus next to it. Since half of a starbase's bonus are free, and the other is paid for... Production Capacity = 60 Paid Production = 45 Bonus Production = 15 Total Production = 60

6 Replies 1,169 Views

I would like to see the following settings for auto-launch related topics: 1): Empire wide auto-launch 2): Empire wide colony ship ignores auto-launch 3): Empire wide auto-queue last auto-launched ship (i.e. if you just auto-launched a contructor, put another constructor in my military queue please) 4): Empire wide default military project or an option to change military projects from "Nothing" to something. Playing a gigantic game with over a hundred colonies and 1

14 Replies 778 Views

Or I should say, don't build wonders and trade goods until you have a super planet and a significant tech lead. This is nearly impossible to achieve on higher difficulty levels, so it's often better to just buy them instead of worrying about who will build them first.

15 Replies 682 Views

F4 -> Stats -> Societies -> Colonies Game does not recognize empires with more than 100 colonies. I haven't counted my planets yet, but this figure has been stuck at 100 even after I've devoured a few neighbors.

633 Replies 27,803 Views

BoogieBac: The link doesn't seem to be working, and I don't me the forum parsing what you just wrote, but the actual link from the GalCiv Encyclopedia to the Stardock page. The page is there, but it looks like the GalCiv server doesn't want to re-direct traffic. When I can get a link too? ;) My Tech Tree: http://galciv.bsd.st/zai_h/

3 Replies 275 Views