Has anyone tried this? The +50 military doesn't give you any "free" production, but it gives me 25/turn on Sol, giving a 3-speed colony ship every other turn. Newly colonized planets are at 17/turn, giving a colony ship every third turn. This strategy seems to let me convert my starting 1000 BC into colony ships as fast as possible. This seems faster than +2 speed. With this strategy, if there's a 2nd inhabitable planet around Sol, I should land my initial colony ship right
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Press each of them and see what happens. :) F8 - show sector influence (but there's a small onscreen button for it) Even better: with F9, if you adjust your minimap zoom factor, it also affects the F9 zoom factor (I think - need to doublecheck that). F1-F6 are the same as the buttons on the bottom of the screen. I forget what F7 does.
Didn't there used to be a "delete savegame" button? It appears to have disappeared. You can still delete a savegame by clicking on it and pressing the delete key. Was it taken out on purpose?
Press F9 - puts the minimap in the main screen.
The Torians got the "precursor device raises PQ of all other planets orbiting this star by 9", but there was only one planet around that star! The random event had no effect! The game should either select a different event or a different planet, rather than giving a useless event.
I was thinking that logistics should also be affected by social projects, trade goods, wonders, racial picks, party picks, and resources. Why not have different categories of logistics for starbases and military? For example, the Torians might get a huge racial starbase logistics, but small military racial logicistics. It makes sense - supporting lots of starbases is somewhat different from supporting a huge military. So when does the logistics resource get added? Yo
I think that a borg could beat nethack. I believe some people may already be working on it. In nethack, most advanced characters die to careless moves and boredom. For example, a borg player would never fall downstairs while wielding a cockatrice or choke on his food. A borg player will never put a wand of cancellation in his bag of holding. A borg player always knows his prayer timeout. I think that a C++ only API is fine. Anyone capable of writing a decent AI would be able to le
Has anyone ever seen a Telenath race recover and become dangerous? The 1% ability bonus per turn isn't that much. They still fall behind on racial abilities, because the other races are out-researching them, and many techs provide ability boosts. Plus, some abilities, like +1% weapons, don't matter if you don't have any ships. Has a human player ever received the "artifact of increasing power" event? Since the AI never cheats, it should be possible for the humans to get this event,
I always thought that when I trade a ship, it should keep my military bonuses. If I have a +100% attack and defense, and I trade the ship to the Carinoids, they should get to keep the bonus. It always sucks to see my former Dreadnoughts losing to Battleships at the hands of the Carinoids.
Ray: The new stardock central gives you a very misleading message if there's no updates available for download. So you may in fact have the latest version of everything.
Anyone know why this thread got stickied? Who did it? You mean Ray doesn't have the power to sticky himself? Agreed Star Pilot, another advantage of an "exposed" API, is that someone could write a multiplayer API! Why not have an AI player really be a human via a remote internet connection! Also, if you thought that the UI that shipped with the game was no good, you could write your own interface, and have it use this API! If the gamestate is packed properly, it wou
From another thread: Rally points do not properly interact with loading transports, combat transports, and colony ships; there isn't an option to specify how many people should be loaded when launching a transport ship towards a rally point. There should, at minimum, be a "launch fully loaded" and "launch unloaded" option. (I believe the minimum load is 1 population point.)
To LDiCesare: Examples: CoreWars and the Angband Borg. I think an API for AI would work. Consider CoreWars, for example. Also, this is a turn-based game, not a real-time game. I think that once a few people wrote a good AI, you would see lots of people putting in further tweaks. Have you ever seen the Angband Borg? However, that game doesn't have a proper API; the Borg cheats and looks at gamestate variable. I realize this can't be added to GalCiv at this
Wasn't there a rumor of a life-force resource that improves diplomatic ability? Wasn't that proposed for the 2nd (non-free) expansion? The problem with a +PQ resource is that even +10% would be a huge advantage for whoever got it. On the other hand, every AI should be going all-out to control it, so it could be interesting...
Speaking of improving GalCiv, here's a nice feature that would probably have to wait for a future Stardock game. I would like to see an API which allowed people to write their own AI. Since the players collectively have more resources than the developers, players will eventually write a better AI than the developers could have. Plus, it would lead to interesting competitions for the "best player-written AI". All abuses exposed by these AIs would, of course, be fixed in the ne
Regarding "Arms Dealer" (AD), there's a few simple fixes to remove this exploit (parking a constructor next to a resource, and then trading ships to an AI player; the AI destroys the starbase and you claim the resource). - If you claim a resource that was recently controlled by an AI, that AI should view that as a hostile act and demand the starbase. (just as if you built the starbase in a sector with their planet). - If you trade or gift ships to an AI that is at war, the AI
How about a difficulty inbetween genius and incredible?
Speaking of rally points, I thought that the graphic for a rally point should change depending on the rally point orders. Also, why isn't there a "move to another rally point" rally point order? (Yes, I did mention this separately in the bug thread.)
Also remember that there are production caps and taxes caps. There really isn't much difference between +500% economy and +1000% economy, because you can't really get much more than 4xPQ taxes. Military, diplomatic, research, and trade bonuses are not capped. Morale is effectively capped, because more than 100% morale on a planet doesn't matter (but you can save on morale building upkeep, by building fewer morale buildings).
When I first read that, I thought that "ship without a port" was some kind of insult. Actually, I live in Chicago, so it might be geographically appropriate. It's been over a month since my most recent game. I was waiting for the expansion, and in the meantime I got interested in other games. I got Earth 2150 from amazon for $10 and Baldur's Gate II collection for $20.
Stellar cartography lets you see where all the yellow stars are, and ability the AI players have before the start of the game. If you've already explored the entire map, stellar cartography is useless (you can't even trade it for much).
The problem is that if I reinstall from the CD and go to an archived standalone, I overwrite my current copy of the game. I'd like to keep both installed.
The graphic for a rally point should change depending on the orders given to ships arriving there. A "attack" rally point should have a different graphic than a "fleet" rally point. Rally points should be given additional powers. In fact, I was surprised some of these were not included. - ships arriving here enter sentry mode - ships arriving here enter guard mode (slightly different than fleet order) - ships arriving here are gifted/traded to (Explanation: if
I had a desire to play a 1.02 game again. Not to submit to the metaverse, but just for fun and a sense of the "good old days". I also wanted to compare it to the current version. How about adding a feature to Stardock Central that lets you download and play an old "stable" version without corrupting your current installation? (Or maybe make this a bonus feature for drengin.net subscribers?)
I don't think it's worth building extra starbases per sector now that the upkeep is 10. You'd need to have a high-PQ planet to really benefit, or be playing on tight/abundant and have lots of planets in the sector.