In the last 2 games I've had I have been doing a lot of trade with a minor and everone elese goes to war with it. To counteract this I use the old cheesy tactic of putting 8 ships round his planet as a blocade. The minor can get ships out, but the ai cannot attack. This kind of acts as a real planetory blocade protecting the planet. The next thing I do is max out a starbase in the minors sector and give it to him making it a tough target. Is this cheese or just protecting your
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During my latest game I decided I would help one of the minors in various ways. One of the ways was to build a fully upgraded starbase in his sector and then give it to him. This give my rivals at war with the minor a big headache :) However something weird happened when I gave the minor a second starbase. On doing so, I also had a ship grouped with this 2nd starbase and they were both 1 square above the original starbase. I gave both the ship and starbase to the minor at the
How do ships battles get calculated exactly? I know there is a roll of the dice done based on at,def,hpoints and luck. Also defenders with > defence value get 50% def value added to attack. However a few points confuse me... 1). I have seen strong ships that can not take out much weaker ones and vice versa. Is this luck or could it be that there is really only one dice throw eg. Attack throws a poor dice roll and the defender throws a great dice roll, once this is multi
[quote]when you're winning militarily, you're also winning culturally[/quote] The above quote and crushbones conclusion are absolutely correct. Therefore imo this really needs to be addressed. Cultural victory should (no... Must) have the same value as military - period. This situation is badly skewing the scoring on the MV as well as the way most people now play. The other the big problem is 'easy' AI levels getting large scores compared to 'painful' and harder. If
Thanx for the info JP. Strangely I have had an opposite effect. My system would have the slow downs mid game after installing the BPack manually. I had to reinstall GC after upgrading to 1.05 via the build 15 startdock which screwed up everything. Since updating everying via the new version of stardock all is ok. I also changed my motherboard and processor at the weekend (from Ath 900 to Ath 2400+), and on gigantic all has been fine so I may not notice anything. So the only
I doubt that memory is the issue and nobody answered the original question. I have a PC (athlon 900 with 512Meg) ram and a work laptop with a faster processor. In both cases I get a slow down in mid game which happens especially on larger maps. Memory: If you look at your perfromance info on the pc you can see how much memory the game is taking + total memory usage. In my case, if I am not running much else then the memory usage is well under 256Meg ( ~SDC~ [Message Edite
Has anyone noticed that the AI sometimes changes its Home Planet(Planet with a crown) after colonizing a new planet? I have seen both the Torians and Altairians do this. Is there any significance to this and can we do the same? ~SDC~
This has been a hugely entertaining post but is now becoming too aggresive on all sides and is degenerating into a slagging match. I prefer to take out my aggression on the AI in the game instead. It is still a...Game - right???? :) On a final note (from me at least). In the last 3 game releases I have played, they have all had 3 features in common. 1) Game is more complex/deep than previous generations 2) Manual is out of date at release (due to last minute fi
Papa, having looked at it again, I beleive your point about being able to convert ship type X to Ship type Y is not valid. I also think this goes against your strong preference for realism. Why? What happens today for real sea going ships? You cannot convert a mine sweeper into an aircraft carrier, destroyer etc. Old ships get decomissioned. It is easeier/quicker/cheaper to build a ship from scratch following the plans than trying to convert an existing one. Since we cann
Actually I agree at least to some extent with most of what 'Papa' has to say, with a few reservations. He is certainly entitled to his opinion. For I1 (and all ships in general including colony ships), I see them as an analogy to a fleet of transports/ colony ships. Afterall ships are not the size of a planet either, which is how they are shown given the limitations of the display :). However I also think that Colony ships etc should be much more limited in their capacity t
Steps I took to finally get 1.05 to work. 1) Ununstall GC. 1.1 Remove all files and folders under the GC install directory except for the saved games etc in the DATA directory. 2) reinstall GC up to 1.04 standalone and check that it works. 3) Updated stardock to the latest build 16 as it will not do so automatically (not for me anyway!). 3.1 A complete reinstall is not necessay. Go to Add remover programs for Stardock and choose repair. 3.2 This will re
Thats probably true, but at least we call it football since thats what you tend to hit the err... ball with, whoever came up with 'soccer' anyway? Still at least you guys don'y play 'Aussie Rules' football with a ton of padding and full face helmet like the wimps across the atlantic :) Anyway I'm more of a cycling fan, but the aussies seem to handling themeselves pretty good these days here too :( ~SDC~
After having the CTD when trying to start any new games in 1.05, I reinstalled the original version and upgraded to 1.04. This fixed any issues I had. However, after trying to upgrade to 1.05.069 again using stardock cental v1.01a.075 I get the same CTD. again. Conclusion: The .069 version fixed the governor issue that some people had. For the rest of us who can't get a game to start, there is still a serious bug. Either the bug is with the game version O
I just updated to 1.05.069 from .068 and there is still have a CTD on every new game I start when it reacheds 100% loaded. Anyone know what was changed from the .068 version? ~SDC~
I'm a Scot living in France - so pretty European. Thought I'd join the ranks and add my score to the EA - were not back to number 1 though :( As soon as 1.05 gets fixed I might even be able to add some more :)
I have the same issue as TaBok for v1.05. CTD after the new game loads to 100%. Same for 1.04 saved games. Could be related to the Goverener crash stated here. ~SDC~
FYI: Just upgraded to 1.05.068 and I always get a CTD after I have selected all the civ intelligence levels/alignment and have continued to start the game. As soon as the counter reaches 100% I get the crash. I also get the CTD when the loading counter reaches 100% for my last 1.04 saved games. ~SDC~
Keeping to the thread topic - What I do not want to see is: Too many additions to the expansion game at once without fixing the known issues/bugs. The expansion bugs will then get fixed but the existing ones could get delayed. Eg. Bonus to ship quality when you colonise a planet not working, invisible ships appearing during gameplay etc. - But...How can I say I do not want to see invisible ships, when they are already invisible ! :) I do not want to see a new scoring system b
After reading most of the posts I find that there are many different opinions and I also have a few of my own. First, how does civs score in Real Life? I don't see why a huge pop. should be a factor at all. Does China get several bonus UN votes compared to the UK or France since it has a huge pop. No. In fact a vastly overpopulated galaxy should get a penalty! Basically average moral vs. average intial PQ should count more as it is difficult to have an average moral > 75 per turn if
Popup Target - good trick, never thought of that, but is imho a bit cheesy... since it is a 2d interface. Though in real life it would be possible to give a society an object with the specific intention that they attempt to destroy X object with it. This would seem possible to code using the current ship list on the 'Foreign Policy Screen i/face. However you would need to be able to select another races ships. This could be achieved by selecting ATTACK race X when they are already
Not exaclty funny, but I like to move a Bship etc next to a moral/military resource of a powerful civ. I then donate it to a civ/ minor who is at war with them in the hope that they will blow it up for me. I then move in with a constructor or.. 10. Doesn't always work though, as 50% of the time they wait a few turns and then move of somewhere else instead.
There are 2 main methods. 1) The best method is to Colonize planets at the limit of your range which will then let you send another colony ship out further. If you need to you can 'temporarily' colonize a clas 13 or 14 planet to use as a stepping stone and destroy it later if you want. 2) research tech to gain range... takes time. ~SDC~
Regarding moral on newly colonized or captured planets, I think there is a facor to how long you have been on the planet and the PQ of the planet you left versus the PQ of the new planet... Eg. I accidentily colonized a PQ 12 planet on system which already had a PQ 19 planet with approx 20000 pop. End result PQ12 planet had 10000 pop and moral at 1! So instead of reloading a save game I rushed a colony ship to re-colonize the PQ19 PLANET back up to 20000. Amazingly when I did that t
Thanks CM, So.... it really is more difficult than I imagined :) Better keep practicing then.
Perhaps I have been dreaming but I believe that when ships are grouped together, the game behaves differently when thy are attacked. Eg. your 4 defenders on occupy one cell (but are not grouped), they get attacked by a capital ship one at a time until it has no moves left or wins/loses. If they were grouped together either 0,1,2,3 or all 4 get destroyed in one go without pause. So the difference is that you see the outcome quicker. There is no loss/benifit that I can see though.