The traffic regarding the playing of GalCiv is dropping and the traffic on Metaverse/empires is expanding. Any chance of creating a subgroup for those "playing the Metaverse"?
Librarian
Similar problem as #149. I-League appeared four times in a row. The first time was normal. After that, no contact (tombstone graphic when trying to contact the minor races). Also, they made no attempt to defend themselves (no shield on the planet, even after 10-20 turns of existence) - I forgot to check their treasury, but I don't think they got the big $$$ a minor gets when they showed up the second-fourth times.
Check out the formerly sticky thread with 204 comments on this topic: http://www.galciv.com/forum.asp?BID=GF&id=26410
How about being able to sort the Metaverse so that I can find the highest scoring tiny game (not average or overall). For example, Are the top 10 tiny scores all military? Low priority, but perhaps interesting. Any chance of recording the final date of victory/defeat as part of the metaverse record?
Any chance of a search that will search the bodies as well as the thread titles? Thanks!
I think the permanent skull is a larger problem, assuming it is not intended to remain the entire game.
How about if there is a "Director's Cut" after the expansion, with all the variables and mods set as you wish they had been set in Version 1.00?
The game itself is great and the support is even better. Have you ever dealt with a more responsive vendor? I'd be happy to get this kind of support for a pacemaker, let alone a game. I agree that the cool new phrases on the diplo screen help the flavor of the game. Contrary to my vote a month ago, I would like more backstory on the five other majors.
The "rally points" mentioned early on in 1.04 and in the history are background coding by CariElf to facilitate rally points in 1.1, not the front end to support them (based on a previous thread/ clarification).
Great news! I was sort of hoping that "Intelligent" would have the best AI and that Genius and Incredible just gave the AI extra resources. Will that no longer be the case?
Seeing Staffa's tech research tree was graphic proof that Trade Goods were too strong. They negated the need to research, clearly not something in the basic game design. 1.04 is an attempt to remedy this. Imagine if 1.04 had been the 1.00 release. We would just be complaining that they are too expensive to build and too cheap to trade for. Am confident that can be addressed (1.04a or 1.1) while keeping research integral to the game.
The only question left is whether given their value on the open market in 1.04, they should be less expensive to produce, given how easy they are to trade for. My bet is that from now on the Metaverse top players will consistently gain the trade good bonus without researching the trade good and the cost will have to be adjusted (add more value to the good in trades - capped at 2 regular techs or 1 weapon tech *or* decrease the bonus and make it cheaper to produce).
The question is whether the AI treats the human player any differently from the other AIs (taking into account similar relative strength of position, past history, etc).
In new 1.04, I put two constructors on the same spot for the same turn and built two starbases on one square, instead of the second constructor upgrading the first one. Also, on the governor queue, I could not delete the item in the build queue that I clicked on to delete, it deleted something else instead. Happy to send a save game. I stayed up way too late playing.
If this happens, then you will have to start guiding ships between systems with waypoints. Please, if you add clouds and clusters that cover more than a single point (more than a resource, star system, starbase), make it intuitive (not green makes you go faster, blue makes you go slower), instead put in a black hole or some other cosmic phenomenon that is clearly impassable. If you want spice, how about resources that are consumed/depleted after a random time and newly discovered resou
Apparently accelerated start will be a feature in 1.1 On tiny/small - abundant, range is not as useful at it seems. I have never found a yellow available outside the normal range of the colony ships, so adding range just got me to more already colonized yellows. I am hearing more people choosing luck + econ/diplo/morale. Any stats on this?
Is there a defensive counter to Dreads?
As someone still on 1.03, does 1.04 get the ship stats tweaked so each one has place in the game? Do you find yourself building all of the early ships or skipping some regularly, as in 1.03?
I don't care one lick about the Metaverse, but if the future of GalCiv's AI is based on the highest scoring games submitted to the metaverse, it is reasonable to say that the nature of that future AI will be directly dependent on the scoring algorithm of the current Metaverse. Spend your time analyzing the submissions (not just the top scores), not working on the Metaverse scoring. And think about how to make the tech tree as different each game as the map is now. That will pr
Instead of attacking the "Ctrl-N" issue, why not create a score modifier based on the number of habitable planets with X sectors of Sol/habitable planets on map? Another way would be a cumulative starting PQ total. That way you might get the superstar players using Ctrl-N to get to an awful starting position to get a higher score. I think this thread started with a non-Metaverse/Ctrl-N issue, the rush to Dreadnaught. Either randomizing techs or better balancing defense ships so Dread
Even moving around dreadnaughts or whatever the watershed ship in 1.04 is would help avoid the problems described in http://www.galciv.com/forum.asp?BID=GF&id=61217 The MoO model of making certain random techs unavailable except through trade would be great.
I think Stardock could have maximized their direct sales by keeping the price under/at the lowest advertised price. I assume there were contractual or other issues at play given how smart they all are. When GoGamer advertises it for $29.99 and Stardock has it for DL at $45, that is enough difference. Also, I'll bet the people who want it immediately are most likely early purchasers, so later ones might be less interested in saving the day or two of shipping time. Brad/Stardock, were
How about an event with the discovery of an Orion-type planet that is protected by Precursor tech. This could encourage event cultural-types to build attack (rather than defense) fleets.
When returning a colony ship to a populated planet, there is no colony ship icon when you mouse over the planet. Perhaps have a different icon over the planet so new players know they can send a colony ship back to a populated planet.
Since the powers that be are at E3, when this was raised in the past, it was suggested that if you build up a huge military complex and then cut funding to 0, you still have mortgages on factories, severance pay, tool die storage, etc. Perhaps a future version will permit capture of a percentage of Nothing. It is even possible that new technologies will permit an recapture of an increased percentage of Nothing.