Lord_StarPilot

Lord_StarPilot

Joined Member # 635665
0 Posts 4 Replies 7,970 Reputation

From what little FrogBoy has said, I think GC2's tech tree is going to be parellel lines. You want better weapons, you just research weapons (and get another +1). You want more defense, you research defense. If so, it means they effectively have MoO1's tech tree... Just not the "hard choice" when those breakthroughs come around. Of course, that's just the impression I've gotten... and I suspect that the tech tree is not set in stone yet for GC2. Humm... I wonder when

81 Replies 5,719 Views

I think the reason for no more major changes to GC1 is simple... it's because they are starting on GC2. ;) AP is due out soon. They will support it and release an update for general GC1 to keep it instep with bug fixes, yeah? SD is a small company, and they only have so much resources to go around. But I am going to correct an earlier mistatement... As SD's primary way of marketing is via direct sales *and* Drengin. Drengin is a yearly subscription... and those people are payin

100 Replies 4,418 Views

Reload bug: "Generic" named Governor is named after player's civ. I have a saved game available for demonstrating this... Also, it includes a "\n" in the display between the space seperated name. Literally: "Star\N Federation" (I use the name Star Federation for the name of the Human Empire).

285 Replies 16,032 Views

Memory resource related bug? I just encountered a situation where I'd tried gifting ships to a minor. They'd say THANKS MUCH, but the ships would end up back in my possession after the trade button was hit. My standing with the minor did go up, but they didn't end up with the ship. I tried giving the minor the ships on the next turn (thinking it might have been a maximum number issue - Major did me the favor of destroying most of their ships.) Still no luck. I had saved the gam

285 Replies 16,032 Views

Haskellal, sounds like something that happens when the display resolution changes. Matthew Downie, I've seen that problem with anomalies repeatily. I had actually presumed that the AI had targetted it somehow, and my auto-survey feature was therefore skipping it. But I could manually target them for exploration, and I didn't think to report it.

285 Replies 16,032 Views

I've gone through that shock a few times myself, elkabong. But I found backing down a difficulty setting for a game or two allowed me to adjust to the changes. Some changes you might find are actually good. Some you might find really suck for how you like to play. Most shouldn't really impact you much. Just my opinion of course, but it is what I've experienced with all the changes over the course of GC. This matter of the Minors, though, I feel needs more dialog. What exactly is a Minor

21 Replies 461 Views

Anytime StarDock makes changes to the gameplay, SOMEONE gets made. GalCiv is a fun game, and people don't like it when you change things that impact their fun. Some people get over it, some don't. Myself, I still liked the old 1.2 (not 1.20) version that let you choose a PQ of +15 and Luck as your racial picks. But since everyone started using that, it got classed as "Too easy/too constant/cheese" and retired. Players complain about all the starbases in the later parts of the game. Thes

100 Replies 4,418 Views

Peace Pheonix... Again, with MoO1, an experienced player COULD guarantee what tech they would get. Just by controlling how much they spent. You couldn't determine PRECISELY when that breakthrough came, but you chould guarantee you'd get those Ion Cannons, by controlling your spending on the tech that yielded Ion Cannons. There was a predetermined amount to get the next "step", and if you doubled that amount, you'd get 2 steps up, etc. Plus, tech availability was recycled... you had a fe

81 Replies 5,719 Views

AI abandons everything under 14, doesn't it? I've never seen it keep a 13 or under. This was an early "cheese" tactic that was closed out fairly early on. After all, you have to ship off those colonists and frequently, to keep your morale up (boy, would I like to institusionalize forced contraception on all citizens on my worlds, and then pick a "maintain" people count mode so I wouldn't have to bother!). In fact, when they first closed out that cheese, it used to cause CTDs when the AI

15 Replies 2,967 Views

The PQ 13 and 14 worlds always tip the balance into your favor. So you should always grab them... but just don't bother to get them until the yellow star rush is done. Look, from a good start, you will get the average "fair" share of yellow stars, yes? Those PQ 14 worlds then turn into decent "low" yellow star yeilds, once worked up. That makes up for the fact that you don't know from turn 1 where the yellow stars are. And those PQ13 worlds, once Soiled and Habited, turn into more votes

47 Replies 7,391 Views

I've had a few starts recently where a minor ended up with the majority of worlds (I like to play with rare habitability). When all the Majors only having one or two worlds at the most, but a Minor has 6, that makes for an interesting set up. Not being able to track a minor's strengths like you can with the "majors" is definately a disadvantage. But if the Minors are going to do stuff, then shouldn't you just let them be the same as a Major? Including trying to win via Culture

21 Replies 461 Views

That sounds like a pretty good option to me! But how well does it work in testing? :) You might need to do radius for the step up between SB cost. The first 3 are free, then next 3 cost Base * Logisitical affector, then next 3 cost 2 * Base * Logisitical affector, etc. I definately think galactic size should be a serious factor. In small maps, you need less starbases then in medium. In large and huge maps, your scale of play is bigger, so everything should scale accordingly...

100 Replies 4,418 Views

elkabong, there is nothing wrong with playing on the lower levels. Well, other then the Minors still act as if the are set at a higher difficulty and therefore build all the wonders and trade goods. ;) Seriously, if they are Maso players, don't worry about them. Anytime you play a strategy game at the top level, you leverage the mechanics for maximum effect and take advantage of the framework to win. That's not strategy to do the "1 influence" trick to all... that's just code mechanics

35 Replies 969 Views

And make sure you are putting your GalCiv serial number into the GalCiv entry, not into the StarDock Central's Drengin.net serial number. That's a common mistake. I don't know if recent updates have made the numbers key off and report they are invalid in the last version of StarDock Central, but they didn't in the older versions.

11 Replies 473 Views

Frogboy... Why not make the number of free starbases based on the size of the galaxy, just as base Range is set by the size of the galaxy? In a tiny universe, one free starbase would be MORE then enough... but in a gigantic, 3 might not be enough to even reach your nearest yellow star in a scattered/rare setting. Just a serious thought to run by your team and alpha testers. Also, another suggestion: I understand that the minor races have their "intelligence" hard coded

100 Replies 4,418 Views

Captain Jack Sparrow, you said: "I actually think tech research should be blind a-la the option you could pick in Alpha-Centauri You pick the categories to focus on, but you don't have a control over a specific tech research. Publish no tech tree. That's just not how research works. Or put it like Moo1 where you had a few limited picks at a time but not full control over the entire tech tree. No one says... Oh I know in 300 years we wan't this tech, so lets research this one and skip al

81 Replies 5,719 Views

Refits: Frogboy, you mean, ala SMAC? Through SMAC's workshop UI, you can upgrade ALL members of a design to a more advanced design, or do it one off/manually, unit by unit if you did not want to upgrade all of the class at once.

81 Replies 5,719 Views

Custom bits: MoO2 allows for that. Capture an alien ship... you can tear it apart to try and learn about a few techs, or you can just refit it. No odd aliens popping up and going "We got a single Death Ray will will sell you for X BC" though. Of course, I'd want to take it apart and learn how to make more of them. ;)

81 Replies 5,719 Views

CTD Bug: Abandoning a player owned colony causes crash to desktop at the end of turn. Same bug as always (CTD on abandonment)? I think this bug should be hunted down and extermininated right after the priority issues. Hopefully, it shouldn't be a big deal to close out, as I would take a wild guess this is just a CTD due to trying to access a deleted object (the abandoned colony) creating this issue in the end turn cycling/maintenance processing (although I do have my game set t

285 Replies 16,032 Views

I know the fix for that... call up a different screen via your FUNCTION keys. I like to call up government or tactical screens. Then those 100 corvettes doing something (like, thinking about moving, or moving and attacking) happens/resolves VERY quickly.

81 Replies 5,719 Views

Jax, way to go! Now now people... why wouldn't alien leaders be willing to trade you everything they know is lost to them for a few measy credits to live the rest of their life under a new name? You don't expect that all their leadership was on their last planet and didn't make it off, do you? Think about it. If you knew your all your worlds were "gone", you wouldn't be willing to fill up your coffers and give all you have and know to someone that will "get revenge" for you? Or

9 Replies 321 Views

MoO1 should work fine with DosBox... an Open Source "emulator" (findable at sourceforge). I just got finished testing Acsendancy... And, you will have SOUND, guaranteed, if you have sound on your XP system. ;-) MoO1 with sound is the next thing on my old time play list for my XP. MoO1 was a great game. I liked how they balanced out various things in the game. Such as small ships versus large ships. And how technology not only let you go farther out from colonies, but also opened up new

81 Replies 5,719 Views

MoO2 had great combat/ship design? You obviously never played MoO1. MoO1 had a GREAT balance between big and small ships. Made making small ships worthwhile, as they had legitimate roles and legitimate combat worth. MoO2 on the other hand, threw out that balance. You always wanted to build the biggest ship possible... and you might as well scrap your smaller ships so you could build more bigger ones. And it's actual combat model wasn't worth bothering with. While you COULD buil

27 Replies 989 Views