Daetrinn

Daetrinn

Joined Member # 635976
0 Posts 0 Replies 62 Reputation

I've been playing both at work and at home. A while ago i submitted my first game at home, and it worked fine. Today during lunch i finished my first game at work. The movie played, the scores came up, i looked through them, hit done, and the game exited to the desktop. No questions about submitting to the Metaverse or anything. Does anyone have any idea what the problem might be? Looking through the threads already posted on this subject, my first guess would be firew

3 Replies 252 Views

That last bit is true, in fact it's true for everything except the resource mining modules. (Cultural modules are a quasi-exception, they affect the culture in that sector, which then in turn affects the culture in neighboring sectors) The resource mining modules will only show up if the starbase is on top of a resource that can be mined. They wouldn't do you any good otherwise. The production modules under the mining tab, and the production modules under the economy tab, are o

16 Replies 813 Views

One of the biggest problems is that the military resource is three pronged. You get an economy resource and your economy improves. You get a tech resource and your research improves. You get a military resource and your attack values improve, your defense vaules improve, and your HP improve. Any one of these alone is a big addition, all three together is pretty devestating to the opposition.

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I think "Starbase Desert" should have three or four resources in every sector, just to frustrate people :) For "Starbase Dash," what purpose would there be in building starbases there? Unless there were some good planets in the sector of course, or you could arrance for all your trade routes to go through the center of the map. "The Pit" I hope you're planing on a really short game! If one civ doesn't gain military ascendency and take over, then the player with the highest cult

11 Replies 644 Views

Captain Bizzare: For #1, are you saying that culture _shouldn't_ have an effect on neighboring sectors? Because it certainly does at the moment. Changing that would be such a major game balance issue i can't see it happening at this point. Or are you just saying that starbases alone shouldn't be able to affect culture if they aren't in an inhabited system? Might make sense from a gameplay perspective, although i have to wonder why traders and other people on ships passing throu

18 Replies 1,413 Views

How can you tell that they have no effect though? The only ones that could theoretically never have any effect are the bonuses to planetary construction. Military: you can always move ships into the sector later. Trade: you might eventually form a trade route through that sector. Culture: _always_ usefull even in empty sectors. Is there anything i'm missing? Actually, there is. I think the resource mining modules do in fact exhibit the behavior your're talking about, but i'm not sure.<b

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Dave Richardson: I agree, the "1 more turn" and "Next turn" thing is annoying, and took me a little bit to figure out. Hopefully it would be easy for them to just remove "1 more turn" from the sequence.

684 Replies 29,830 Views

What do you mean when you say that other upgrades should work like the "culture palace" upgrade sequence? It seems to me that the culture palace is one of the more broken aspects, since it restarts the chain with a +20% module, allowing you to skip the build up through the +10 and +15% modules.

18 Replies 1,413 Views

Za H: I'm not sure reducing the number of resources would help the problem, if anything it seems like they would make it worse. As it is, they provide a huge bonus, but at least there are several of them scattered about, so unless several races drop the ball, any particular kind of resource should be spread among several races. If there's a smaller number, then you'll end up with things like the Drengin having the _only_ military resource in the middle of their territo

27 Replies 1,006 Views

In developer-speak it would be refered to as a Class C bug. To oversimplify: Class A bugs are major problems, frequently involving either crashes, or _major_ gameplay problems. The really extreme ones in this category are refered to as "show stoppers." Class B bugs are usually fairly serious problems, major graphical glitches, things that don't behave as they should, etc. These are distinct from Class A bugs in that they don't actually stop play, the game doesn't crash, or ther

16 Replies 484 Views

I'm not sure if this is exactly what you're experiencing, but it sounds similar to the problem i was having. If you hit -500 or more in the hole, all spending will be discontinued, which means your planets won't produce anything (no production) but you'll have a _large_ positive cash flow. However as soon as you get above -500 production again any cash flow problems will reasert themselves, and you may quickly go back into the negative again. I got into that cycle and couldn't

2 Replies 158 Views

I've not done intensive experiments, but it seems that getting the sliders out of the 33/33/34 balance seems to result in inefficency, at least every time i adjust them my income goes extremely negative. If (and only if) this is true, it seems like the best bet is to keep things at 33/33/34 most of the time. Bumping research up to 60% may seem like a good idea, but the increased cost requires you to reduce the total spending, so the actual gain isn't as big as you might exect. Unless yo

19 Replies 1,047 Views

Here's one proposed solution based on the earlier posts that I've spent some time working on: Phase 3 Factory gets reduced from +25 to +15 production. Massive Scaling Center gets reduced to +20 production. Orbital Refinery gets boosted from +15 to +40, _however_ you can only build it on a station that has _both_ a Massive Scaling Center and a Interstellar Distributor Mark III (need to be able to distribute all those replicated goods to the right places) This would maintain the

18 Replies 1,413 Views

The amount you get per choice varies. If the good choice is no penalty or a small penalty, you'll get one point. If it's a medium penalty you can get five or so, really big penalties get you ten points. If you want to work the system, send colony ships with 1 million colonists to planets you don't intend to permenatly colonize (PQ 12 or so) and you can make the huge penalty good choices without fear and dismantle the colony afterwards. If you _really_ want to work the system, j

4 Replies 345 Views

Must resist GalCiv. No more GalCiv. Must finish taxes first! Damn you you Strategy First crack dealers! ;) Oh, and, um, thanks for the crack :)

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Bump! Someone should really make this sticky! Actually, someone should make it a front page item :) Current Scores: Galactic Civilizations 174 (15%) Hegemonia: Legions of Iron 60 (5%) Impossible Creatures 140 (12%) Master of Orion III 99 (9%) Praetorians 99 (9%) SimCity 4 555 (49%) So SimCity is wiping the floor with everyone at the moment, but GalCiv has a slight lead over everybody e

17 Replies 1,676 Views

And also answer whether or not the defenses stack between multiple planets at the same star. Going by the descriptions i would expect Star System Defense to stack but not Planetary Defense, however as a programmer i suspect that it's all or nothing :)

6 Replies 454 Views