Sigma 7

Sigma 7

Joined Member # 643461
0 Posts 0 Replies 101 Reputation

There's no editor yet. If you feel like it, you could modify the saved games to modify the map and terrain. There is no dedicated editor yet, mainly because the saved game format tends to change a bit frequently.

1 Replies 251 Views

[quote]Influence too, but given it's nature wrt: trades, it's functionally similar. [/quote]Not really - Influence points can be just as material as BCs. They may be proxied over to another race, but can be withdrawn in the real world - especially when a treaty is broken. Of course, the nature of the UP would make it impossible to withdraw the IPs exchanges unless a treaty was broken or war was declared.

26 Replies 1,043 Views

[quote]when the event message says something like "the xxxxx race are going after some crystal for power" is that the arnor event?[/quote] No, that's a completely different event. The major and cataclysmic events you should know are: Rebellion - A star system breaks off of an empire. Does not escalate, but eventually produces the I-League. Espionage fest - A minor race teams up with a major race to steal all techs. It can escalate to something major, but I haven't seen i

15 Replies 538 Views

[quote] AI will rarely accept even deals, even with 100% diplomatic bonus given to human (populists+DT+70% in picks in v.1.03). Why? [/quote]Your deal isn't really good enough. When your trade offer is displayed in yellow, it won't be accepted. Try tweaking the offer until it turns green. I consider it to be a bit strange, but the developers decided that there should not be fair trades by default. To get an AI player to accept a trade, you must give something more. Also, the AI play

11 Replies 392 Views

[quote]They *all* attack you at one point, no matter what you do.[/quote]Does your ally attack you? There seems to be a bug where AI players are reluctant to break alliances. This is true even when you are on the Good side and are teamed up with the Evil Drengin.

7 Replies 327 Views

[quote]If the person who is getting goods does not uphold his end of the contract, all technologies, monies, starbases, ships, trade goods, etc. revert to the first player, with perhaps a slight monetary penalty for the person who did not uphold their end.[/quote] That might work, but Technologies can't really be given back. Once they know how to do it, they can't really unlearn it without the UP doing an excessivly exhaustive search. The only other method is the Civ II style

26 Replies 1,043 Views

[quote]To me, the combat system is the least developed aspect of this game. It seems to be the least thought out when compared to the economic system, tech tree, micromanagement of production, etc. It's just bland and boring.[/quote] Of course it's least developed. If it ain't broke, don't fix it. Besies, it is no different from other CIV-style games, where units are given an Attack value, a Defence value, a Movement value, a Firepower value, and a Hitpoint value. There are

4 Replies 149 Views

Hi, Is it possible to add a feature to allow you to review your own submission to the library? From this screen, could it made possible to modify or withdraw your submission? When I was uploading a rebalanced Armed Transports UP Issue, I uploaded the wrong file, which was identical to the original issue as opposed to the corrected version. This would make it easier on the maintainers of the site, as well as those dedicated enough to provide enhancements to Galactic Civili

0 Replies 1,554 Views

I've seen in some cases where a Corvette attacked a regular transport. Both ships were destroyed. There was no reason why it should have been successful, as there weren't any starbases in the sector, nor did the UP meeting increase the Transport's offense value.

363 Replies 14,874 Views

Also, one more thing. When you research Battleship Technology, a new transport class will be available, called the "Combat Transport". You may have to download the Bonuspack to get access to this unit, but it is more resiliant to enemy attacks, and can cary much more troops. It also doubles up as a Dreadnought when a certain UP issue comes up... :)

7 Replies 417 Views

How does the Neutral Alignment compare to the Good/Evil scale? Given that the effects for Neutral sometimes slightly better than Good (at least in the Base+BonusPak), but rarely providing more benefit than evil, the Neutral alignment should have a better time. In addition, the Neutral Alignment doesn't harm the relationships of other races, regardless of their alignment.

23 Replies 562 Views

Diplomacy bug: Appearently, the AI player doesn't seem to want to break alliances. This is especially true if you are "Good" allies with an "Evil" computer player. I don't have a saved game to back this up, but...

633 Replies 25,495 Views

Based on what I saw in English.str, I disagree. The diplomacy only applies to how much you can squeeze from the other player for a trade you are initiating. The fields and their values in english.str that indicate Military strength are involved in threats are "Human_ThreatDumb", "BlackmailRejectStronger_X", "ThreatResponseHumanStrongEco", and "TributeDemand_Default".

3 Replies 205 Views

I have created a varient on an existing unit, the Anti-Matter Missile. This "Mercury Missile" prototype replaces some of its explosive power with increased range and speed, making it on-par with a Star Fighter. I was about to add it to the library, but I did a check on the original missile which revealed that the AI doesn't use missile attacks. Are there any plans to change this? The current missile tends to be very powerful (but balanced) and is effective against most capi

4 Replies 1,683 Views

A prog that lets you enter TechIDs to determine the actual path? Why not just display the existing valid path using this: $maxtechno =0; @targv=@ARGV; # First, get the list of technologies. while (($line = <>)) { if ($line =~ m/TECH *(\d+) *(\w+)/i) { $techno = $1; if ($1>$maxtechno) { $maxtechno = $1; } $current_tech = $2; if ($techno != 999) { $techlist[$techno] = $current_tech; $techhash{$current_tech} = $techno; } }

2 Replies 1,574 Views

The changes from level 0 to level 1 are neglegable - perhaps +1 to Att, Def or HP if you are lucky or if the ship is powerful enough anyway. The bonuses only start to be significant at the higher levels, such as level 5 or higher, but that tends to be difficult to achieve for most ships. As the ship's level increases, so do the Attack and Defence atributes. The exact bonuses haven't been recorded yet. The levels are determined by experience points - when they reach a certain

5 Replies 348 Views

You don't have to destroy enemy stars with Terror Stars. As some others mentioned, you could make them into mobile Party Palaces. However, that's not all. Try maxing out the military modules and defence modules. They will become much more powerful, as they become mobile-support starbases. If you want to plan a heavy attack in a single area, send in those bases and watch your invincible forces tear the enemy to shreads.

10 Replies 982 Views

[quote]whats "space sharks"? are they a minor? or are they kinda like the event where some prisoners escape from a planet and take over some transport ships?[/quote] Space Sharks are just that. They are sharksh that swim in space, lusting for the fresh blood released by biting delicious metallic object. They either appear randomly in space to satisfy their hunger, or break out of the zoo and start to fill their stomach on whatever they come across. They're not sentient enough to be c

5 Replies 212 Views

Personally, I don't bother keeping track of enemies. I just make sure that my systems is well-defended enough from both the front, and flanks. The only thing that would snag my attention is a large quantity of Excaliburs being thrown into the front-line. If by chance I leave a flank undefended, I will put a bit more focus into protecting it when I see an enemy corvette critically damage a resource starbase. (The attacking ship appeared to have been given by an AI player - there was

5 Replies 271 Views