LDiCesare

LDiCesare

Joined Member # 644997
1 Posts 171 Replies 10,600 Reputation

[quote]Maso should *definitely* be in a different category, though.[/quote] Yep. I confess I'd rather have the devs work on Galciv itself and other games than on the metaverse. To me, I'd just like to be able to filter all players who didn't ever win at maso to check who's better, but even then that's quite meaningless because he who plays more scores better is always the bottom line on such ladders (and usually those who play more become better so their medals are quite deserved).

31 Replies 737 Views

[quote]Try tiny abandant masochistic. It's harder than you think. About first 50 turn's a nightmare. You will get pounded by enemy fleets all the time. Computer seems building warships way too faster in maso, tiny, abandant. [/quote] Yes, tiny abundant is hard. You can't make a rush to hijack the only planet of a race whse space fleet is made of more ships of a more powerful class.

49 Replies 1,042 Views

Thanks Hawaii. Indeed, I played with -3 range for colony ships, and the ai is unable to reach out as it did with 0. It does get planets settled outside its sector later, but I don't know if it sends constructors or it just got to enough + range picks to be able to expand. I'll try again.

8 Replies 1,870 Views

Playing against at least one genius is a relief on maso because, if nothing else, you can trade them something for money, and money is quite useful.

214 Replies 17,400 Views

[quote]Now the fact that a computer doesn't require sleep... that's cheating!!![/quote] Just keep the computer running galciv for 24 hours, maybe the AI will get tired. Did you try? As Qui-Gon said, if the starfighter was due finished by the end of your turn, then it should appear in the ai's control at the beginning of your turn. You may get it too when you invade a planet and immediately get the ship the planet was building.

48 Replies 1,610 Views

Great. Beating on tiny rare with all 5 goods is not necessarily the hardest game. There were some discussions on how to beat maso on tiny rare in the start forum. You may want to check it.

49 Replies 1,042 Views

Here's mine. Mostly maso, up to medium size maps. ~Set Spending to 100% ~Set Military Spending to 100% ~Increase taxes to highest level yet maintain 100% morale ~Build a few colony ships, using the first and the survey ship to explore. On bigger maps, use one or two scouts too. ~Colonize all PQ 15 you can, and MAKE CONTACT with other civs. ~As soon as another race is met, switch to 100% research and get Comm Theory, then Univ Trans (you can usually put some funds back to

50 Replies 9,021 Views

vincible, now that's evil. I tend to give the new minors all the TGs I have plus whatever crap I can send along with whenever they appear. I then offer to go to war with them to a major who doesn't like me (telling the Drengins you are attacking the vegans can raise their opinion from hostile to cool, which is always welcome, and costs nothing).

34 Replies 4,921 Views

I always play with all ai's on incredible. I tried once to set the Yor incredible and the others as genius, and the Yor ate them all. I mean, even the Yor beat the pulp out of lesser ai's on incredible.

214 Replies 17,400 Views

If your planet had been building a starfighter that would have been finished that turn, then the star fighter would be built on the beginning of your turn and become theirs. Maybe a bug, but not a cheat.

48 Replies 1,610 Views

I want to mod the colony ship to have 0 range. I face two big problems: On maps average+, a range of 0 means 1 or more, so colony ships could in fact reach other sectors. On maso, the ai gets a +1 range bonus. Does anyone have an idea about how to lift these limitations? I didn't try putting -1 in the range value, but if it worked (which I doubt), it would offset the map size range bonus. Does anyone know where the map size range bonus lies (hard coded or in a file)?

8 Replies 1,870 Views

[quote]Reduce range of one ship to 0: The colony ship.[/quote] Actually that doesn't work on maso because the ai receives a +1 range bonus which wrecks the whole thing :(. Why not make upkeep costs non linear so the more ships uyou have the more each ship costs to maintain, based on loigistics skills? Like no malus for the Logistics skill first ships, then +X% per ship over the limit: e.g. with ships of upkeep 10: Logistics 0 = 1 ship upkeep = 11, 2nd ship costs 12, thi

62 Replies 8,863 Views

[quote]There isn't much room to shorten them. Two ships already have a base range of 0 in galaxies smaller than average. [/quote] There is room. Reduce range of one ship to 0: The colony ship. This will slow down the expansion phase in a very dramatic way, since you'll have to first build a starbase where you want to settle. Also, mod techs that give +1 range so they come late. Plenty of room. [quote]Regarding fleet battles, I don't think it would be "fun" for most peop

62 Replies 8,863 Views

[quote]According to Frogboy, the AIs get smarter up to "intelligent." After "intelligent" they just get bigger bonuses.[/quote] That is, except for the diplomacy on maso where they won't trade money (only minor civs except the starting two).

9 Replies 644 Views

[quote]Shorten ship ranges, making it more imperative to build starbases (which may mean making them cheaper; perhaps if their function was solely military outpost?). Research tech that can decrease maintenance costs.[/quote] Great. I would really like shorter ranges for fast ships and slow constructors needed to extend range. That would make for a different experience. Tech that decreases maintenance costs is a neat idea.

62 Replies 8,863 Views

Congrats. Looks like a nice game. I never got the hang of using speed to get out transports and then flee out of danger myself (they always get my ships even after a long run).

13 Replies 267 Views

I like logistics for starbases, but really don't like the idea of fleets for tactical combat. What does the limit mean? You will have an advantage if you have e set of ships together, but because of logistics, only one fleet acts effectively, while another one at the other end of the galaxy doesn't. I would hate it. Call it a number of generals rather then logistics. Make these generals able to command a set of ships, and have techs to train generals in academies. Whatever the rationale, I d

62 Replies 8,863 Views

[quote]A big thing for modders would be to divorce the hard coded abilities from the IDs.Stuff like new governments, being able to see yellow stars, being able to make an alliance, etc. are all chained to the tech ID. Exposing them as flags in the .tech files would enable us to completely redo the tech tree.In addition, and this might already be in, for the AIs that use a predefined tech research path, it would be nice if they could fall back on a 'standard' research algorithm, if they can not s

21 Replies 728 Views

[quote]The former is particularly difficult to get around in a meaningful fashion.[/quote] I agree that the tech tree is a problem. Too many things can't be modded in it (diplomacy, alliance, yellow stars map, government techs...), and the order in which ai's research techs.

21 Replies 728 Views