Has anyone else had this problem? Bruce
SirBruce
1. Don't lease. 2. Put a frieghter on every trade route you have (2 at first, more with tech). Even fairly short routes can make a lot of money if they are to highly populated alien planets. 3. Set your tax rate at 39% and leave it there. 4. Send additional constructors to a starbase to expand it with economic and other bonus modules. Actually for resources you probably want to concentrate on mining only... production bonus modules only effect the sector they are in, and a lot of t
Okay, after playing some smaller maps to learn the ropes, I started a game with the default AI alignments, normal intelligence, gigantic 24x24 galaxy, scattered (I don't like clustered), common habital worlds. I disabled alliance and cultural victory (cultural is so easy to get) and went straight for research. The game played mostly under 1.03A but towards the end I upgraded to 1.04. I played straight up Good... I select the A choice every event. My main goal early was expansion. I
I started a game with Tech Victory Enabled and Alliance Victory disabled... it works corretly in-game, but I noticed tha Prefs.ini has the options reversed: AllowAllianceVictory=1 AllowTechVictory=0 Bruce
Yes, it just dumps me back to the main menu. I have DSL up. It sounds like you're doing something fancy to try and tell if the network is up, and it fails on a lot of systems. Why not simply present the the submit option and let Windows try to deliver the packet one way or another? Bruce
I finally finished a game, and I can't submit my score. The submit button doesn't even show up when I win the game. I am connected at the time. Help! Bruce
So, has anyone else seen a good race researching an evil tech? Bruce
Click on Galciv and the update button will appear... update the others as well! Bruce
Hehe, I found the following easter egg in the galciv binary... apparrently if you try to use an invalid serial number the game catches you: "And so %s, leader of the human race ultimately was brought down after reports of internal corruption surfaced. Apparently, %s had become leader the %s illegally through software piracy. As a result, the authorities hauled him away. He and his cell mate, 'Bubba' would live happily ever after. Greetz warez doodz!" Bruce
I was browsing through the 1.03 Galciv.exe file and found it contained a whole bunch of strings relating to some other game where you produce products and market them and try to create a monopoly. Is there some hidden mini-game in the code or is this some module that should never have been compiled in? :)
Isn't Virus Elimination a good-only tech? Perhaps this is related to the bug where I saw the Saintly Altarians research a bad tech... perhaps the AI doesn't follow pre-requisites for them at all. Bruce
I'm wondering if maybe this should be changed in the future? Just seems like an unintended consequence of making terror stars out of space stations... maybe terror stars should be their own creation with only their planet-destroying capabilities and defenses. Bruce
Okay, the following turn, a #10 trade route appeared. So I guess you can have 10 trade routes. But, good AI researching evil tech is still a bug. Bruce
A follow-up... as a result of this I now should have 10 trade routes. Only 9 are displayed though. Not sure what would happen if I tried to make a 10th. Bruce
On very large maps it can be very difficult to locate a system if all you know is its name. A find feature where you can put in a name and it'll center on the closest match would be very helpful. Bruce
I know the AI is programmed to go after yellow stars for colonization. However, I've never seen it colonize a PQ 14 or less world. Is there any reason for this? Soil Enhancement and Habitat Improvement are cheap, and can make PQ 14 worlds very productive (and even PQ 13 if you don't get hit with a bad event). Yet I've never seen it colonize them. For that matter, I've *never* found a PQ 15 world outside of a yellow (or perhaps purple) star. Can natural PQ 15+ planets exist around o
PQ 14 planets look cold and icy, yet seem fairly livable for some reason. PQ 15-17 are Earth-like with increasing size. PQ 18 is strangely out-of-place, being all green and yellow, like some-sort of junle world. PQ 19-20 are Earth-like again, increasing in size. PQ 26 or better planets are those glowing purple huge ones. They are very rare naturally, but you'll probably make some yourself once you have Terraforming technology. They are Eden-like worlds with higher production va
Again, I don't know if these are fixed in 1.04, but I've noticed some annoying problems with Research spending that I hope could be addressed: 1. Clicking one notch on the research spending slider to move the weight by 1% doesn't update the display or the numeric totals, making it seem like there is no change. If you leave the screen and come back, you'll see the change. Otherwise it takes two clicks and you move it 2%. Very annoying and can be misleading if you think you have suffic
I'm trying to complete my old 1.03 game before upgrading, and I just noticed a bug -- The Altarians, who show up as Saintly, managed the research (not trade for, I saw them researching it and no one else has it) Xeno Intimidation, which is restricted to evil races. Shouldn't the AI have the same limitations on tech research as human players? Bruce
It's not possible, but it would be a really nice feature. Bruce
So far, this game hasn't really surprised me. In fact, almost the opposite... I've been disappointed. But I'm still playing it until Stars! Supernova Genesis comes out. However, this game is nothing like Stars!. It's more like MOO than anything else. Bruce
The number of people I use to start a colony depends on how many people I have available for colonization. Early on in the game, I may start colonies with only 250 million; later in the game, it is not unusualy to load up colony ships with 750 million or even 1 billion. Bruce