A mistake in the review on page 3: "To top things off, there are only two ships better than a Battleship – the Dreadnought and Ranger. " They kind of missed the Overlord class ships that everybody is scared of, as well as a few other ship classes. Of course, the reviewers didn't mention that the survey ship is more powerful than Dreadnoughts either. Then again, the survey ship is weaker at the same time. :)
Sigma 7
#4: A star fighter is quire small and fast. It can out-fly your dreadnought to nail all four of those missles without any problem. Thus, it does make a bit of sense. It might not hold up completely in all situations, but it does make sense.
#8: Correction for the third paragraph in point 2: The ship bonuses are calculated based on the current position, and are not related to which sector they start in. The reason it appears otherwise is that the ship stats are not redrawn properly when the ship changes sectors. I've had reinforcing corvettes entering the sector and nailing a battleship within the same turn. This activity would not be possible if it was based on initial position.
Second bug report: Clicking on a stack containing a constructor and a trade ship will prevent you from selecting the stack. The constructor was recently launched from orbit, and probably appeared directly on-top of the trade ship. It's still possible to select the constructor, but it takes much more effort than it should.
The random event "RevolutionNews" (see English.str) occurred on the Yor collective, and allegedly created a new civilization. The Yor only had one planet which remained with the collective. Several years layer, random event "Event_League_4" occurred to create the I-League from the rebel factions. One problem - there were no planets that could suitably join the I-League. (Of course, I didn't explore the map, thus there could have been a single I-League planet from the Arceans, but t
I've had that problem as well. Of course, I just submitted the same game again, and now it shows up. It's probably a 50-50 chance when you're past the first game.
Actually, no. The size of the galaxy has no impact on the difficulty level. Instead, it just affects the quantity of resources available, as well as the duration of the game. The difficulty level is determined from the number of major AI players, as well as their intellegence. It is a summation, meaning that 1 single "Incredable" AI is about equal to 5 "Brilliant" AIs. (Which is not exactly true, but close enough.) The size of the galaxy is really a placebo to the sense of
#20: The AI players are capable of winning a technology victory. As proof, I will show the following spoiler in Data\English.str: [StoryTechLoss] The scientists of the %s have made the invention of hyper-drive look like making a peanut butter and jelly sandwich. They have used their superior technological knowledge to control the evolution of their people, who are now as gods. All shall tremble before their greatness. The name "Beyond Human" is a bit misleading, as there
The only information is that planet qualities 13+ is safely colonizable, while 15+ is acceptable for proper colonization. Planet qualities 15-17 are similar to Mars, where a domed construction is possible. 18-22 is similar to Earth. 22+ is better than Earth, allowing for more population before morale drops. 30+ and 40+ are extremely good, and are also known as rapid production centres.
As you know, certain defending ships have a special bonus if their defence rating is higher than attack. This bonus increases the attack value by 1 for every 2 points in defence when they are attacked. I have two questions abou this: 1- Is this bonus applied before or after the bonuses received from supporting starbases? 2- If it is after, then do the attack bonuses applied from a starbase nullift any defending bonus that the ship would normally get? I'm not
Comment on Earth alignments: The "good" choice is the one that appears at the top of the list. If you always choose that choice, you alignment should be changed by game's end. The only reason it shouldn't is if you haven't encountered those choices very often (or if the game was Comment on AI Handicapping: The game reports about a low economy are correct, even if the bit about being crushed isn't - the trade routes ar
In the planet build screen: There are two UI sections at the bottom that display the item being built, along with the time remaining. Clicking on these should select the item currently being built (e.g. Clicking on Constructor should select the Constructor being built and deselect the harmony generator). The current situation (where it remains at harmony generator) is non-intuitive, and can cause the wrong purchase to occurr. ~SDC~
I think I know what the problem is: UPISSUE ArmedTransports01 sets attack attribute to either 2, 5, or 10 for a period of 5 years. (Reasonable values). UPISSUE ArmedTransports02 sets attack attribute to either 5, 10, or 20 permanently. (Can render Dreadnoughts obsolete). Based on various comments within this thread, it's most likely that the modifiers should be swapped between these two events. This will prevent the Dreadnought from becoming obsolete from a simple UP moti
Have you also registered the game for use at the Metaverse? Also, do you have any firewall/proxy software or hardware installed? Metaverse Registration: http://www.galciv.com/playerreg.asp Anyway, I would like to see a new feature that allows queueing metaverse submissions while you are offline. It is especially helpful for those stuck in Dial-up world, as we can't remain connected 24/7. ~SDC~
I disagree on the problems listed in the UP. The UP does come every 4 years, but that is often enough - some of the issues can drastically affect the balance between the superpowers, especially if there gets to be a prison colony given to one of the players to increase their production. Having those major issues appearing every 12 turns is basically too much for comfort. Even the minor resolutions (i.e. colony tax) provides enough change to make them useful - especially if you begin t
Encountered something odd: When I attacked a planet with Information Warfare and 2 full Transports, the resulting planet population was negative. I'm not sure this is easily reproducable, though. The even more odd thing is the negative population jumping up to 100000 million. Morale was locked at 1%. :p ~SDC~
To combat the ISB problem, I would allow the bonuses to stack with some modifications. The suggestion listed below won't completely prevent the packed starbase city, but it will cut down on its power. First, get the distance from the current starbase in question to the nearest starbase within the sector with an identical (or similar) module. Multiply this by the total bonus, and divide by five. This is how much the starbase gives for its bonus to whatever. Regardless of how
After encountering the random events, I'm feeling that some options are missing... In particular, there is an event where you encounter an alien ship in orbit ("High-Tech Hijack"), and can either leave it alone, contact the crew for technology, or capture the ship for technology. Personally, I feel that an additional option should be added, involving purchasing the technology from the crew - at a cost of ### BC, the Starship bonus could be doubled. The cost should be high but
Check your sound accelleration. It must be set to Basic or higher. To check it, go to the control panel, and look for either "Multimedia" or "Sounds and Multimedia". Under the Audio tab, select "Advanced Properties", select "Performance". The accelleration is displayed there. ~SDC~