Ellestar

Ellestar

Joined Member # 641220
0 Posts 121 Replies 349 Reputation

Don't forget that influence spreads to 8 nearest sectors, and influence in that sectors will be 1/5 of central sector influence. So, it's more efficient to build just several more starbases in 1 sector, then to build starbases in 9 sectors. http://www.galciv.com/encyclopedia.asp?action=showpage&page=http://www.galciv.com/influence.html ~SDC~

7 Replies 240 Views

Argh i like it. As i already said, better wait then price drops to a real cost of the game ;p http://apolyton.net/forums/showthread.php?s=&threadid=80376 I was right btw. ~SDC~

22 Replies 1,074 Views

Originally posted by Frogboy //The scores I get really suspcious of is where they've won at masochistic, gigantic galaxy. I don't claim to be the greatest strategy gamer of all time but I can't see how one can, with 1.03 possibly win that.// Well, you are making a strategic game, isn't it? So think in a strategic scale. Don't you think that someone of previous 4x game designers suspected such things like a 1-city challenge etc. possible? Why you are making same mistake? ;p P.S.

43 Replies 1,572 Views

99 Jul, Military. Gigantic, Tight Clusters, Abudant. Federalists, +30% Econ, +5% PQ, +10% Pop Growth. 5 Incredible Pure Evil AI, 1.03.054 Standalone respawn, 52 planets 15+. 2 Minor civs. Only 1 traded with me (it was with one planet), other gives only ~8 bc/tech. I get Gravity Accelerators, Galactic Stock Exchange and Aphrodisiac. Then build on all already colonized planets Entertainment Network, Soil Enrichment, Habitat improvement, Fusion, Manuf, somethere also Banking Center. At war

43 Replies 1,572 Views

'Metagame thinking'? Ok. All this is IMHO. We have 9 different variants: tech victory is on/off, comp tech victory is on/off, and player winning/equal/losing (in econ, tech etc. prior to end of the game) First number - 'comp Tech victory always on' score, second number - 'allow comp Tech victory choice' score player on/comp on/player winning - all is ok, player wins. player on/comp on/draw - for me, if i lose, i just reload 1-2 years before and change my strat

20 Replies 426 Views

I alsow saw a bug with colony ships. Gigantic/Tight Clusters. Generally starting colony ship tries to colonize nearest another (not starting) star cluster. 1 of thoose starting colony ships (100 M pop) tried co colonize star cluster 12 sectors away from home, other - 14 sectors away (don't sure about exact distance, this is range to nearest star then colony ships arrived to destination, not then they started their way). ~SDC~

633 Replies 23,497 Views

By the way this game has a score of 0 on the metaverse. Don't i need to tell that this is somewhat unfair? I can't send my first win to metaverse (also Gigantic/Masochistic) because game just crushes then i hit done in Scores screen. And then i sending second game i recieve a score of 0. I am pretty sure that i don't cheated in any way (i deleted all files in galciv directory and then reinstalled if from an archive prior to starting a game). ~SDC~

633 Replies 23,497 Views

Repeating CTD after several 'next turn' Stardock SmartException Logging Information ------------------------------------------- OS Version : Windows XP Video Card : NVIDIA GeForce4 Ti 4200 Application Exception code: C0000005 ACCESS_VIOLATION Crash Addr: 00548558 01:00147558 E:\Games\GalCiv\galciv\galciv.exe Processor Registers (x86): EAX:00000000 EBX:00000000 ECX:00000000 EDX:141FC0D7 ESI:005704E1 EDI:0012FD6C CS:EIP:001B:0

633 Replies 23,497 Views

Change scoring systems somewhat. I think that players never can be penaltized by sending low score games. Say, why RGibson has a score of 38499 and RayChua has a score of 21523 with best 1 game score equal to 36126? I think that it will be better if player score will be equal to Max(Sum(i)/Sqrt(i)) there i=1..N games and game score is sorted in descending order. ~SDC~

238 Replies 8,637 Views

Trade. It seems that minor civ (maybe not only minor) checks how much money it needs for rushbying and perhaps for 100% spending for next several (20?) turns and trades only money left, if there is no *free* (sparse? don't sure about english word) it gives only several bc for 1 tech. So minor civ with 1 planet is a best trading partner - you can trade with them and then sell them techs. ~SDC~

20 Replies 1,504 Views

Hm. Say i have several trade routes for a total of 500 bc. If can setup starbases that they will give it's bonus half of the time, then 1 starbase gives +25%, or 125 bc/turn-5bc/turn maintenance and costs 800 production. It returns it's cost in 6,666 turns (not counting free production and time to reach destination). Not too bad IMHO. P.S. After that, i'll use this StarBases for ship catapult :) ~SDC~

21 Replies 1,014 Views

1) Make better scout later in the game with sensor range ~15-20 and a high cost. It's hard to scout a maximum size galaxy with sensor drones etc (read - too much unnesessary micromanagement). Or at least add some techs increasing sensor range as an additional research tree path. 2) It's good to have 1-3 fast raider-class ships. Maybe give them *1,5 bonus to speed from techs/trade goods? (So +4 speed for battleship will be +6 for them). 3) Enable all AI scripts. ~SDC~

238 Replies 8,637 Views

No, they said that comp only gains 1,4 economy bonus. By the way, it starts with ~2500-3000 bc. ~SDC~

20 Replies 1,504 Views

Now AI cheating like any other... Someone told us that comp plays fair game (with the exception of economy bonus) and this is one of the main 'features' that distinguish this game from many others. And for what i payed my money? I can play in any other game there AI is also cheating. Someone just lied to us. ~SDC~

20 Replies 1,504 Views