Sigma 7

Sigma 7

Joined Member # 643461
0 Posts 0 Replies 101 Reputation

Perhaps its a little oversight - or perhaps it's just realism (a starbase can only have so much focus on trading... ) As trading technology advances, there are improvements to the number of trade routes or improvements to income for each traderoute per turn (+10%). The trade modules aren't exactly too powerful either - they only give a boost when the mini-freighter is within the same sector as the trading station. You're welcome to add additional modules if you want

2 Replies 220 Views

[quote]my link wont work sry try www.ron.heavengames.com [/quote] Another method: Right click on the link, and select "Copy Link Location" (or similar). Paste the url in the new browser window, and select ",1747,0,all" right next to the link. Append it to the url and load the page. You'll get there quite easily. Edit: Can't do a direct link either, even by using the tag. [Message Edited] [Message Edited]

26 Replies 822 Views

[quote]First off, i was wondering if anyone has tried the somewhat obvious, but insidious and AI exploiting strategy of colonizing PQ 1-4 planets and giving them to enemies they want to improve relations with while weakening at the same time... does this work? I've experimented a little... have yet to have an AI refuse my gift of a PQ 1 planet... if you did this consistently would it mess up their economy?[/quote] That doesn't work anymore. The AI destroys such worthless colonies.

3 Replies 225 Views

[quote]All of the AI will sometimes begin a conversation just to say hello. As you know, the AI sometimes initiates tech trades. Well, if it tries to do this, and you don't have any tech to trade, the alien in question merely says hello. [/quote] Not quite - the string in question is hard coded into the GalCiv executable file. Not only is it hard coded, but it is hard coded in a specific location next to the string "CryForHelp_%d". As a result, it is definatly a default state

20 Replies 615 Views

[quote]I agree there needs to be some more element of suspense in ground battles (Me tending toward the excitement of military conquest)[/quote] The suspense seems quite good with GalCiv. You have an onimous "x vs y" thingy at the top that keeps changing until you hit the spacebar. In this, a battle can flip from being victorius or being a defeat - a perfect suspense especially when it becomes a close call down to 1 infantry. Putting in extra suspence doesn't really help -

10 Replies 375 Views

[quote]The amount of times I've seen games ruined by trying to please all customers simultaneously! Customers want different things and you can't make them all happy, you just have to do the best job you can with the resources you have and hope that enough people like the job to buy the game.[/quote] That is true, but there is a way to please all customers without disrupting quality. The trick is to divide the target audience into three groups: Impulsive buyers, regular customers, and

7 Replies 274 Views

I'd like to, but I can't seem to reproduce the problem anymore. Strange thing is, there's no mention of this bug being fixed in the changelog. This is especially wired, since I have sighted it recently as well. It has been previously reported here in the 1.02 era: http://www.galciv.com/forum.asp?BID=GF&id=41464 [Message Edited]

4 Replies 398 Views

You can only attack enemy star systems with a Terror star. Even if you don't want to directly attack systems, there are other nasty tactics that can be performed with other add-on modules. Thus, the terror-star isn't a complete waste if you never destroy a star.

11 Replies 593 Views

[quote]Balance! It would be a nightmare to score games for the Metaverse if you added in this complexity. Paul. [/quote] Actually, there is already a balance issue which rates five AI players around Sub-Normal to Normal higher than a Single Incredable AI. In one way, this is correct - there is less worry about doing an all-against-one. In another way, it's incorrect - the AI is much more powerful than you, and can tear you to shreads. If you want a simple method to sta

7 Replies 274 Views

I would agree, but there's a slight problem... The hyper-drive technology kind-of got leaked before you actually build your first colony ship. As you know, this spoils an attempt to make a playable pre-warp scenario for a significant amount of time.

2 Replies 145 Views

How well does a Gigantic Map work? :) Seriously, the actual metric requires a Medium Map - not too small to be excessivly cramped, while not too large to bog down the computer... Also, the medium map is a good balance between tactics and expansion - meaning that it should be one of the more common map sizes.

13 Replies 641 Views

Putting money into Espionage allows you to gain intellengence information about an enemy empire, such as the amount of funds they have, or their current racial bonuses. At the highest level, intel is maxed out but does not give information about troop positions. However, investing further gives a chance to steal technology. Putting money into Destabilization reduces the morale of the affected planets. While it might not do much damage, a little adjustment in morale can mean the loss

2 Replies 172 Views

[quote]* You can already repair ships in just a few turns (put it in orbit), you misunderstand the game.[/quote] Not quite - it still seems to take a couple of turns too many. My statement includes the fact that the designated defender is always the one with the highest Att+Def, even when the ship with that highest value has only 1% hitpoint left.

57 Replies 1,847 Views

Question: There is a bug in GalCiv where Starbases can move if an enemy starbase has in interdiction beam. Has anybody tested to see if regular starbases can blow up starsystems, or is that feature explicitly limited to terror stars? I'd be interested to see if a minor bug could boil over to a major game balance issue.

4 Replies 398 Views

[quote]The skull never disappears, its by design.[/quote] It is possible for a planet to culture flip twice - one in one direction, and back in the other direction when an empire responds with a few cultural palaces. As a result, most people find this to be counter-intuitive, and therefore consider it a bug. It's probably better to have a small chance (although fractional compared to the cultural damage) for that skull to disappear and have the system's culture revert to norm

7 Replies 216 Views

It's not exactly adding 's - its adding 's, which is invalid. Probably an attempt to block unterminated HTML tags... Such as the bold tag in the previous paragraph. Given the status of this forum, I'm considering to volunteer re-writing it from scratch. [Message Edited]

4 Replies 212 Views