Kanaric, Check out this thread http://www.galciv.com/forum.asp?BID=GS&id=50807 There are a couple of discussions on this issue over at the Strategies forum.
Ray the Wanderer
What I do is to use Espionage to see if I have superior soldering ability as compared to my target. Have not really figured out how those bonuses translate into the combat ratios but I try to get a good advantage before I invade. Yes, I'm also exploiting the loophole currently of not having disruptive invasion tactics take effect if the transport did not conquer the system. The developers are aware of it so use it while it lasts ;)
Bobo is also the name of a Hogar in Wiz 8. Remembered drugging Bobo before stealing his shiny metal ball.
Hmm, I've chosen the Fed, Spd2 and Morale10 as well. That works really well for the aggressive expander. I chose Univ, Spd2 and Luck for one of my games but the lucky event (economic boom) came too late for me so I'm ditching luck for a while.
I'm one of the lucky guys who managed to d/l the updated work-in-progress manual. Learnt a couple of interesting things from it (i love reading manuals) such as the developers can see from the uploaded game stuff such as the things we build, techs we research (and in which order) and our general strategy. Definitely our setup as well, that's why they could see that almost everyone was choosing PQ15 previously. I can somehow see his image of them loading up our games and projecting it on
I'm really torn between discussing our favourite strategies and then finding it possibly nerfed in the next update :) but well that's the way to keep the challenge fresh... Agree with Za H that trading trade goods is the way to go. Rushing TGs such as Diplo Trans and Grav Accelerators only cost 439 bc and 10 bc/turn but you could exchange each TG with every single major and minor race for up to 5-6 techs. Great deal if you ask me. You can literally minimise researching to techs which t
I believe I have experienced this on higher AI levels before. I managed to peace out the weaker Torians twice before destroying their ally. Another similar situation is when an AI declares war on you for warring with their trade partner. You can immediately peace out with that fellow and get a bunch of goodies if you are much stronger. Always makes me wonder why they want to do this when they are under no alliance obligation and don't wish to fight.
Brad, I've experienced a repeatable CTD in my current game. I've got a very stable game in the past but this time I could crash the game by destroying one of my colonies. I've tried Smart Exception and this is what it says in the .cra file (hope I'm doing this right). OS Version : Windows XP Video Card : ALL-IN-WONDER RADEON Application Exception code: C0000005 ACCESS_VIOLATION Crash Addr: 004C93E7 01:000C83E7 D:\Galactic Civilizations\galciv.exe Proc
Thanks Duglis for the fixes. There is a water aliens (waliens) event file which should give research bonuses as well. Don't think I downloaded it as a Mod so it should have come from the game. In it the GoodAttribute/NeutralAttribute/EvilAttribute is also equal to 8. I assume we should also fix that to 9?
Yes, I agree. The super-weapon that Humans have over the AI is the fact that we get to choose our starting position. That is why I'm for the AI getting extra bonuses at the higher levels just to balance out. This issue is distinctive for all 4x games with the exploration and colonisation element. Probably what we could do is to suggest ways to lessen this influence of the starting position. Someone has already suggested an accelerated start scenario where each race starts off w
Could it be due to the re-loading? It seems like a common thread among the others who have complained about this problem. Just my guess. It could do done to discourage people from reloading too many times to get a better advantage. I think Brad had asked someone else to send him his savegame so that he could look it through. You may want to do that as well.
Star Pilot The developers thought the BH should be lighter on wallet and have tweaked it to 3 in the latest update ;)
Za H, For some reason, I could sell tech once in the early game to one minor for a decent sum. Subsequently, it is like you said. Maybe only cheaper techs get considered by the AI.
I guess all of us know that the key to survival is getting past the expansion stage into a point where your military is decent enough to deter the AI. Unless you are hidden in deep space and with the AI bonuses at Maso, it is evitable that threats will come rolling in. What I have tried successfully once to survive this stage is really just to give in to the threats (except those asking for systems). I know others have warned against it but it does buy you time to build up yo
I guess this was done to stop the exploit of making AIs go broke through the selling of tech to them. But it seems to have been done to the extent that they will not buy anything even with lots of money in the bank (at the higher AI levels). Maybe a good compromise is that they would only buy tech up to the amount of money in their treasury, ie no buying on credit/future cash.
You get one bar for every 5 games submitted. See legend http://www.galciv.com/metaverse/legend.asp
This should be a interesting poll question. What is your favourite alignment and what is the key reason for your choice? Mine - Evil - Colonisation random events
On second thoughts, I will email the savegame to whoever is interested. Send your email address to [email protected]
Critchon, When I get back from work, I will try to post these stuff from my latest game. The game was with the following settings - Masochistic, Gigantic, Abundant, Cultural and Alliance Victory off. I believe it was due to my endgame strategy of culture bombing my remaining opponents rather than taking each planet through invasions. In that way, their population (which is often huge) gets added to mine and I do not lose my population in terms of dead soldiers. My tota
Justinian, the thread is over at the Strategies forum under 1.03 AI title.
Yes, I can see AMM and Dreadnaughts under the Military projects section in the description. Guess you should reinstall again.
Without any range tech upgrades, Battleaxes have a range of zero, meaning to say that they cannot leave their existing sector. There are 2 gravity techs that would help you increase your range.
The recent update made tech selling quite tough at the higher AI levels. If you don't like playing at the higher AIs, you could always practise self-restraint :)
Reaching you is a simple matter of planting a starbase to extend their range. Has anyone seen the AI do that?
Ellestar, The AI plays "fair" up to Intelligent. At Genius and Incredible, the developers have been upfront to say that the AI are given bonuses. Just that the bonuses were not explicitly documented. In my opinion, these two AI levels are great for those players who want a tougher challenge. No AI at this point in time would be a match for humans especially in a complex strategy game. I'm having a blast playing at Incredible. If you like playing against a fair AI, play