NStriker

NStriker

Joined Member # 649578
0 Posts 0 Replies 107 Reputation

[quote who="dragoaskani" reply="5" id="2754191"]You can demolish it, but you can't break the cities lines, so you woulds to start at that gold mine and work your way back towards the city until you got rid of the Refuge in that example you posted.[/quote] Hmm. You're right. That mostly worked. I was able to blow out that whole line and rebuild. Expensive, but doable. Oddly some other improvement don't want to go. On the south side of Iyuezeat

6 Replies 5,231 Views

[quote who="dragoaskani" reply="3" id="2754165"]Yeah it changed in 1.7. Was a sweet change, I have a city with like 6 things linked up in it and still 37 tiles left to build with![/quote] Well that's cool. It was annoying to lose tiles, but that wasn't my primary concern. My main point was that it didn't give me a choice and completely blocked off my capital from expanding. And as far as I can tell, you can't demolish that type of improvement once built, so I was stymie

6 Replies 5,231 Views

Did it? I must have missed that in the changelog. Admittedly, this happened under 1.06. I didn't think I was "reacting" so much as pointing out a surely unintended consequence and offering some constructive feedback on options. [e digicons]:grin:[/e]

6 Replies 5,231 Views

I know terrain improvements joining adjacent cities and eating precious city tile space has been discussed at length. But I just had it happen to me in a rather obnoxious way, so I thought I'd offer my thoughts. Here's a shot of what happened: <span style

6 Replies 5,231 Views

I had the same problem and followed a thread on some other Stardock forum about it. Turns out it's broken on most of their sites for some people, but works for almost everyone if you log into https://www.joeuser.com and change it. Dunno why. Since it's the same ID, that propagates to these forums.

14 Replies 47,394 Views

What falconne2 said. I've experienced this too. They're not deserting. It's a bug. A reload sometimes reduces the max units in a squad if they're injured. I've especially noticed it on squads that level when injured, as their max HP goes up but their current HP stays where it is. (i.e. Starts at 80/80 HP, gets wounded in a fight to 40/80 but levels and now has 40/126 or something) That seems to make it more likely.

8 Replies 6,306 Views

I just experienced the same thing during the campaign after fighting the critters north of Capitar. Load the game, 6-man squad but single-guy stats, next turn he becomes one guy. For that matter, I'm pretty sure it was an 8-man squad before I reloaded. [e digicons]:annoyed:[/e]

1 Replies 1,553 Views

Hey, wait a minute... I bought the gold edition at retail the other day and I didn't see any $10 rebate! ... ... Aw, man. Found it. I guess I didn't go through all the stuff in the box very well. I tossed the receipt, though. Crap, crap, crap. So now what? Drive down to Plymouth from Lansing so they can take a picture of me with both games as proof? <img src="http://images.stardock.com/

39 Replies 37,733 Views

My two cents: Historical notions and arguments aside, I'd be just a little happier if your planetary government were smart enough to not waste money on social production when they've got nothing to build (but maybe other planets do so you don't want to reduce the galactic slider). Instead they could rebudget that to militiary, or if that queue is empty, research. And vice versa. I know that if there's nothing in the military queue they don't waste the cash and instead just send i

38 Replies 32,380 Views

Looking at the core colony ship, it appears to have two colony modules on it even though there is, in fact, only one. Obviously it's for asthetic balance, as it would look pretty silly with just one big module on its side. However... How can I do that? I see no way to put a fake colony module on. Am I missing something?

4 Replies 6,049 Views

[quote]I could think of a much easier solution without any more of micromanagement. Money that is devoted to Social projects on a planet that has nothing social to be built could simply put it into military. If there is no military to be built then into science and if you already have all tech then simply back into the treasury.[/quote] Yeah, that's what I was calling per-planet redistribution. Except I might have the unused social production money from your example be split between sci

14 Replies 291 Views

That may or may not be, but nor would a planet take 32 billion credits from the empire to run factories that have nothing to build. They would put the money elsewhere. Call it bribes, corruption, or embezelment if you want, but if that's what it is then it should be treated as such and you should have some way to control it to an extent. Like in Civ3, for example. We could probably banter back and forth all day, one person defending what I see as an annoying but simply rectified pro

14 Replies 291 Views

Yes, that does make sense, granted. It just seems so artificial, though. And it really bugs me. I like to expand later in the game, too. After I get some techs that make it possible to bring lower quality planets up to livable. But those planets are impossible to build up without sacrificing all the money at your already developed worlds. I can't concentrate on having any fun when a big chunk of my cash goes down the drain. It's just counter-intuitive to me. I suppose it's real

14 Replies 291 Views

Hmmm... Well, maybe I'm just talking out of my arse here, but it doesn't seem like you would even have to reprogram the AI. The system could be totally transparent to it if you had a per-planet redistribution. Each planet would get income to be split as normal, but rather than blindly applying it to production types based on the global sliders the resources would get shifted to military and research if the planet had no social project to build. I'm probably beating a dead horse, but the

14 Replies 291 Views

Ah. Maybe I just assumed because there was a raging topic about it at one point in time. I think it was even stickied for a time. While I can't say I've ever seen the (I assume) C++ code that forms the basis of GalCiv's econ system, I really can't imagine such a thing would really be all that difficult to impliment. At least as an option. Of course, that's what anyone who isn't part of a project tends to think. ;)

14 Replies 291 Views

I haven't played GalCiv since May because, although it's a fun game, it just really annoys me that I have to micro so much with the global production sliders and there's so much waste. Call me silly, but it seems like such a massive oversight and just plain rediculous for an empire management game. I *thought* something was going to be done about that in the expansion, either in the form of a per-planet or per-governor economic slider. I sure can't find that, or anything like it. Am I m

14 Replies 291 Views

Without a scroll bar in most listboxes, mousewheel support in GalCivs is essential and I'm happy to see it implimented. However, the Governor tab under the Domestic policy screen does not support it. If, for example, my build list for a governor is quite long, I have to click the down arrow for the list an annoying amount to get to the bottom of it and change build priorities. On the same tab, the Global Military Swap has the same problem. In the mid-late game there are more sh

4 Replies 122 Views

What I would like to see is an elimination of wasted production (though this could really be done in a patch). There are times when I like to favor one economy slider over the other. Say, social for example because I need to build up some new planets. But I often have planets that are better developed than others, and they have nothing in their social build queue. All that assigned production goes to waste on any world without something to build. Seems silly to me. That wasted productio

529 Replies 24,173 Views

Maybe I'm wrong, but... It seems that I can download something using an older version of Stardock (.99d RC5). The beta changelog doesn't show up in the newer version. I'm currently downloading some 85MB update to GalCivs. Whether this is the beta update, or I just messed up Stardock by going back to an older version, I'm not sure just yet. And being on a 56K modem, it may be a while before I know. =) ~SDC~

84 Replies 2,832 Views