Lord_StarPilot

Lord_StarPilot

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

Version 1.03A.057 Major Race builds Grav Accel. Next Turn, Minor Race builds Grav Accel. Whoopsie! Good for me. The Minor will trade Grav Accels to me. But bad for something unique is still supposed to be unique.

633 Replies 26,155 Views

I think what keeps people away from using all the mods isn't legality, its crashability. There have been a few notices posted here by Brad and his people that they aren't really interested in any problems you have, if you are running mods, as it is the mods that cause many crashes. THAT is what chills it. I'm willing to bet many of the biggest scores in the metaverse were made with the +40% and +60% Enhanced Terraforming mod. Combined, that's +100% to PQ, after all. And you already got

24 Replies 680 Views

I use CNTL-N, and a lot. I have terrible luck with starting position. And I'm not just whistling dixie. I started 8 games last night on medium map, (4) tight and scattered (4) density, and in only 1 of those starts did I have another Brad colonizable (PQ 15) world within my reach without building a constructor first. Of those remaining 7 games, by the time I could get a constructor MOVED to allow me to reach out, the AI had grabbed ALL the yellow worlds left. This isn't an issue of rest

97 Replies 3,250 Views

Forums don't give you the actual numbers in use though. Just because 10 people say, "the game is to easy with PQ+15, so I've stopped using it. How about you?" doesn't make it true. And the PQ reduction/removal was also the FIX for all those people (including me) going 'I just played yet ANOTHER game with and average tax rate of 99% and Morale 100%!'. Of course, we DIDN'T realize that was the cause at the time, but that was where that data of how we did it came from. There are official m

24 Replies 680 Views

Drake, I follow something similar to you. I don't tend to use Military 100 unless I'm trying to pop a constructor or critical ship. Remember, scouts cost you in 1.03, so go as light on them as you can. Early on, that 1 maintenence from them can be a back breaker. Also, under 1.03, you don't want to grab EVERY resource to start with. Prioritize. The AI with the most resources early on, now always becomes the last Empire because it cannot fund anything. Make sure you only coloniz

21 Replies 990 Views

Coffee, Ryan, we KNOW that the Metaverse has paid off already, for improving the AI and the game in general. Brad has told us. The reason the PQ +10 and +15 was removed? Most people were choosing those for their pics. And not much else. Dominant Strategy that was a cheese in Brad's opinion, so it was removed. There has been some tuning and improvement to the AI in response to the strategies as recorded and sent into the Metaverse. Now, as a 'fair competition'

24 Replies 680 Views

Galfox, your suggestion seems to me, to be better suited to the 'Logisitics' tech tree/stat that Brad had mentioned. Your Logistics stat would determine the number of Command Points you have. And each module on a SB would cost 1 Command Point. Go over that limit, and your maintenence costs double. And each time after that you go over it, it doubles again. With 0 cost maintence ships going to 1 at the first threshold, and doubling after that. Social Improvements could then give you ext

94 Replies 3,505 Views

re: #533 - Ally goes to war, my empire doesn't. 12 turns later, my "Congress" notified me we had to go to war. The next turn, my Ally notified me that they would honor me being at war with (their enemy). Humm... either they made peace on the turn I went to war or was this an extraneous message from my ally?

633 Replies 26,155 Views

I never *trade* techs. I buy them. You can get most techs for a SONG, as long as it isn't a ship tech. I will trade 2 trade goods (for 1) to a minor AI to get their trade goods. Make use of your spend and tax sliders. Combined with your M/S/R. I run 100% spending in the beginning, with a tax rate as high as I can stand (to extend the 100% spending craze), with Military set to 75%, Social 0%, and Research at 25% for the initial planet rush. Home world makes colony ships (with ab

10 Replies 3,364 Views

I'm with Alex. I generally play medium and large maps. I'm up to Normal at the moment. I find every game, I have to adjust how I play. Especially on medium size and under. On those sizes, the resources you have nearby tend to determine your victory path. My overall strategy is to go for trade goods, build up SBs in strategic locations and on strategic resources, and work toward the morale boosting and battleships. In half my games, my battleships are capable of standin

97 Replies 3,250 Views

Version 1.03A.057 On resuming my latest game (on loading of saved game), my ally goes to war. However, my empire is still not being forced into war with the empire my ally is at war with. Neither is my ally asking for me to declare war.

633 Replies 26,155 Views

CorranH96, That is most likely because when you gave the Auto-Survey, there were no anomalies known at that time. During other ship movements, an anomaly was uncovered, and the survey ship then took off for it.

633 Replies 26,155 Views

Version 1.03A.057 Political Party Bug Playing game as Industrialist. Lost election to Federalist. Bug #1) Had a -25% Research penalty applied when I lost. Still retained +20 Social and +20 Military. Bug #2) When back majority, Research remained at -25%. *** This is a serious issue. ***

633 Replies 26,155 Views

Let me know when you guys make Elemental available as a beta (alpha!) on Drengin.net. I'll buy as subscription to Drengin.net THAT DAY to help you guys out testing it! SERIOUSLY! Master of Magic is the all time best TBS game, ever, in my opinion. What is the green twisting thing on the Death Knight screen shot? A PQ resource? Humm...

28 Replies 2,660 Views

Ah. Well, most of the time, you would be adding +15% straight up to an already fully developed resource then, and that makes for a huge effect. Research resources being maxed out have an even BIGGER effect, as it is so easy to have big research bonuses on your worlds by then. Adding +15% research mining bonus to a huge empire will generally shave 2 turns off making dreadnaughts, and 1 off of constructors, from what I've seen in my games. That's with the resource bonuse being +50% of the bonus be

45 Replies 1,365 Views

I've read here that trade bonuses on modules helps all freighters, regardless if they are yours or someone elses and regardless of if they are trading with you or not. I do not know if that is true, but some gaming experience does lead me to suspect that it is true.

6 Replies 294 Views

Why not just make a Terraformer ship, straight up? Each Terraformer costs equal to a constructer, and it does 1/PQ worth of improving the world to the next PQ? Takes PQ worth of Terraforming to get it to the next PQ? It would only be able to work on worlds that have no people on it, due to the world changing effects being so catastrophic effects? Who cares if the world is PQ15 or not? If you leave a PQ15 world empty, the AI will try to colonize it if it KNOWS about it, so you aren't goi

21 Replies 609 Views

Valamir, looking at your submitted game history, I can guess WHY you might say economy rules. Large and huge maps... more worlds, more of a chance to see that subtle effect. I prefer mid and large maps. Not as many worlds, and therefore, research and morale bonuses are easier to see the effects. I'm sure general play styles must affect it as well. And then there is the random, which resources did you get? effect... A +15% economy bonus on a resource? You mean the ultimate resou

45 Replies 1,365 Views

I've seen plenty of 3D galaxies. Trust me, it isn't very fun having to play with 'camera angles' to just be able to give a couple of orders. GalCiv is 2D. There is up and down, left and right. Frankly, I'm surprised that Star Dock tried for 3D graphics in a 2D world. In a 2D map, what's the point of 3D designed ships? You don't get to see them twirl or anything. I'm seriously not picking on the hard work. But so many game design teams spend so long working on 3D graphics, only

9 Replies 522 Views

Keep in mind that some of the bonuses didn't work at all, to begin with, and others didn't work as advertised. That leads people to wonder if others really work as well. Myself, I don't think economic bonuses are worth wasting time on. A +50% research has much more measurable effect on my games then a +50% economy. Heck, +50% Morale seems to have a stronger effect then economy... one something is subtle, it is much more difficult to calculate or measure its worth against effects that ar

45 Replies 1,365 Views