Vorlin Varelse

Vorlin Varelse

Joined Member # 644039
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I finished another game today and it submitted to the Metaverse just fine. Which was a relief, because after that failed submission I mentioned above I was worried that the patch somehow messed up my submissions. But apparently it was that game being corrupted that kept the submission from happening, the Metaverse probably thought it was a hacked game. I read in the Bug thread where another player with a super-heavily developed gigantic galaxy had problems with instability as well, so

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A lot of high level players don't even research much at all, they let the AIs research, buy what techs that pop up that noone but that one AI has, then after buying it sell to the other races. In fact, I know of no high level player that spends his/her attribute points mainly on research (and you don't need to make a special mod to do it, you can get +70% research as the game ships when you create a new game). I usually take a research bonus of +20% but I've never felt the need for a h

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Lucky, definitely sounds like an overflow problem somewhere and not the game code per se. Both of us experienced the same thing and both with really hugely developed gigantic map civs. I played 1.02.049 for about 25 hours without that problem, and I've played it today for about 5 hours with no problem, so it's almost certainly some data overflow corrupting other game data. Our systems are pretty different too (P4-2.4, WinXP, GeForce Ti-4200), the Geforce is about the only thing in common and

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Your not the only one, that gigantic game that messed up on me last night also had the same (or very similar) problem. I didn't report it because I wasn't sure if it was due to an overflow from my huge civilization causing game corruption. But since you got it too I'll chip in and say that it's a definite game code issue. Mine came up when I'd hit the next turn button and my various complete projects/ships came up, the right hand side that showed the system planet information was missing (so

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Remember there is another hidden advantage that exists in almost all our games: when we roll a crappy starting position we reroll (there are probably some out there who go hardcore and don't, but I'm betting the majority do). So you combine good starting position with rare planets (for everyone but you) and through in tight clusters to improve the odds of the the AIs getting stranded and you have a situation that greatly favors the human player. As to whether this type of thing should

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I think a lot of people are using old save games with a new patch and that is producing problems. Morale is not like that when you start a brand new 1.02.49 game. It's definitely easier than 1.01, but not wizkill easier. To put some numbers on the face of it, I was testing other things earlier today and have some numbers on morale. Starting with 0% racial morale modifiers a PQ 16 homeworld (1 billion people) can be taxxed up to 34% before dropping below 100% morale, a PQ 18 homeworld can be

49 Replies 2,035 Views

I think a lot of people are using old save games with a new patch and that is producing problems. Morale is not like that when you start a brand new 1.02.49 game. It's definitely easier than 1.01, but not wizkill easier. To put some numbers on the face of it, I was testing other things earlier today and have some numbers on morale. Starting with 0% racial morale modifiers a PQ 16 homeworld (1 billion people) can be taxxed up to 34% before dropping below 100% morale, a PQ 18 homeworld can be

49 Replies 2,035 Views

To confirm and add to what was posted earlier, the +military production and +social production racial bonuses are not working (neither the government type or the bonus abilities, both are non-functional). The research bonus -looks- like it isn't working if you look at your 'turns to go' value when you first start up, but this is a display error. After the first turn the 'turns to go' will correctly reflect your research bonus (e.g. you will have 16 turns to go like you would without

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Brad posted on a thread in the main forum where I mentioned this that minor races have significant influence resistance. Evidently it's -real- significant. :) What I found weird is that apparently not all the minor civs have this resistance, as the Alexians in that game went down faster than a Tijuana prostitute to my influence, whereas the two I mentioned were living comfortably in a >3000 influence zone of mine for decades without a flutter. Maybe some minor civs are major-minors a

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I just finished a game last night with 1.02 and it was a mess. Was a gigantic game and I went for massive developement, and near the end it became unstable as hell (crashing every couple of turns, had around 9000 billion people and a -lot- of colonized worlds). I wanted to max it out (it wasn't even close to maxxed) but decided I couldn't take it any more. So I culture flipped the last AI's, won, and then the more bugs: in my victory summation it had the correct difficulty (Normal) but incor

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Using CD version of GalCiv, updated from standalone 1.02.049 1. When a colony ship is loaded from a system with more than one settled planet it takes some people from each settled planet. But only the current active planet has its stats updated, the other planets will have incorrect stats showing until you click on them or come back to them later. 2. Some of the minor races seem to be immune to defection due to influence. In my last game I had the Scottlingans and Caranoids

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I've had some minor civs come over to me through influence, and some won't regardless of how much influence is in the area. The Alexians came over to me in my last game no problem, but the Scotts and the Carinoids both had systems in sectors that were over 3000 influence value in my favor and never budged for hundreds of turns. Not sure if this is a bug or a feature.

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ThreeSpy, sell off your morale buildings -and- raise your taxes? Unless you built them way ahead of a need for them that will result in plummeting morale across your entire set of planets with consequential massive loss of potential income. If it comes down to selling buildings (and I've never had it come down to that), then morale would be the one's I'd get rid of last, not first.

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In the early and mid game this event can be catastrophic, but if it happens nearer the end game then it is like mana from heaven. The Draginol pop with like 150000 gold and great tech, which means if you beat them down you can come out with one hell of a peace treaty. I had one for 2000 a turn for 10 turns, for instance. But it is risky, as noted above they can really pump some ships, so this kind of 'farming' can get out of hand. The good thing is that once you make peace with them they gen

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I've never had a recession yet that I couldn't get on top of just by lowering my Expenses tab, when you combine that with the methods mentioned above there is no way you should end up with -8000 BC, that's just crazy. You did something very wrong, either you were massively over-built both in infrastructure and defensive ships or something. It's been my experience that recessions cause the comp AIs more problems than they do me, possibly the Altarians were simply dominant regardless and

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1. When you switch to the Minor Race part of the diplomacy screen, then enter into a trade negotiation with that race, when you exit the trade screen the minor race's picture will be replaced with the picture of one of the major races. The actual underlying game data is still correct (i.e. if I push the Speak button I get the correct minor race despite the major race graphic). 2. On the planet information display on the right-hand side of the screen, the following lists are displayed

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I don't think multiple resources should spawn in a single sector, but that's sort of a sub-issue. Gives too much power to whoever finds the sector first. And I still say that starbases are just too powerful to allow them to stack bonuses. But that's just an opinion, and not any more or less valuable than a differing one. Obviously I'll adjust my play accordingly regardless.

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Any time you are looking for a solution to a computer problem you need to state your system specs: CPU, memory, video card and its memory, sound card, which version of windows you're using, and your directx version. With regards to GalCiv you should also state whether you installed from CD or from a download of the game (and if downloaded, what parts you downloaded as it is split into various sections I think). When I start GalCiv a small popup window comes up that I then click on 'Pl

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I'm going to go draconian on this and vote for one starbase per sector. My god, the thing gives huge bonuses as it is (especially at higher tech tree levels), more than one just seems too abusable. It also makes it much harder to write an AI that can decide how to handle this for its own civ (and how to handle dealing with civs that have stacks of starbases in a sector). Cut the Gordian knot: one sector, one starbase. :)

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Matso, if you try that then you'll want to do a save prior to testing it, because what I've seen so far shows that while planetary income is affected by population it's not very sensitive to it. In other words, you have to add a -lot- of people to get even +1 bc more a turn. Here are some test figures I grabbed the other night (for version 1.01 of the game): Population Revenue 1000 10 1470 11 2480 12 3369 13 These aren't preci

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Hopefully when I install 1.02 it will fix this sync issue and I can grab the updates normally from then on. If not I'll probably do like you said. Though at this point it looks like 1.02 will result in a pretty solid game and thus quick-updating might not be as important in the future.

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It's important to understand how morale works in GalCiv. When a planet has morale above 50%-52% the population will grow. As the population grows, morale gets lower. So you can only keep morale above 50%-52% for a limited time before it falls back to this level. So don't think of +morale buildings and tech as +morale so much as they are +MaximumPopulation. Every time you push a planet's morale higher it grows, every time you push your empire's morale higher all your planets grow. T

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And my version has nothing to do with how the Metaverse is currently handling scoring anyway. So your post wasn't very topical. ;)

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