Walldorf2000

Walldorf2000

Joined Last seen Member # 659213
0 Posts 0 Replies 232 Reputation

Hi EBZ, for www.ebzeromatrix.tripod.com I get "Sorry, but the page or the file that you're looking for is not here." from tripod? I'm sure that you will see lots of your old mates at GC2. But some of them seem to use a new nick!? [Message Edited]

5 Replies 3,426 Views

Germany (yes, I am talkin' GalCiv for OS/2) I still have the GC2 Gold box for OS/2 on my shelf. But unfortunately I don't have OS/2 installed anywhere on my PCs (though I still have the Warp 3 box on my shelf. I have a pretty big shelf <img src="smiles/Tongue.gif" border=0 ALIGN="absmiddle

85 Replies 66,486 Views

Hi Chipperoo, yes, Technician, Spacepundit, Fuels Chief and you are some of the last top players who submit games every now and then. I wasn't too serious when I claimed the leadership for me. It was more a kind of provocation to get some reactions :D I still think that it is a pitty that Technician lost his first place because he submitted a game and others like Weyrleader who did not submit for a year got the credit. I don't know how much time I will have for GC

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This works in GC1 for me. When the last anomaly is gone I send the ship in the orbit of a central star. When a new anomaly appears the ship automatically goes after it.

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The problem is that you can't include a mini frighter in a fleet. Thus you need to find another ship with the same speed of the mini frighters. For me the trade terror star works very well. Check this link for details http://www.galciv1.com/forum.asp?BID=GS&id=123185#203399

2 Replies 3,685 Views

This strategy works well on large distance trade routs on gigantic maps. For short trande routs it has a disadvantage. The frighter comes back and get's it's highest values in your own sector before it stats over again. With speed improvements you loose a lot of money during this last period. Thus on smaller maps (up to large) I prefere to charge the starbase with trade modules and avoid speed modules. On gigantic maps with one way routes the strategy works well and I

2 Replies 3,324 Views

Admiral Walldorf2000 enters the bridge of BattleStar One, the flagship of the remaining fleet. Admiral: "The war doesn't work out very well. The most part of the fleet is lost. The Admiralty is either retired or lost in action. Hereby I take the command of the fleet." CEO: "What about Admiral Technician? He should be on duty!" Admiral: "He was seen in a battle a week ago. But since we lost contact. There are rumors that he fights another war in another galaxy. I woul

118 Replies 13,783 Views

It is not true that your scores devaluate to NOTHINGNESS. I know that there was a bug which made games dissapear. But Stardock fixed it. The games are not really lost they are just somewhere hidden in the database. When you have lost games, contact Stardock and they can make them appear again. It is true that the score decreases with the time. But the maximum devaluation is 35% after 290 days. You can find all the details you need in a <a href="https://www.galciv1.com/forum.asp

18 Replies 13,482 Views

It annoyed me that the starbase speed improvements do speed up the mini frighters (but the civilization boni don't). It took a while until I recognized why my trade terror starts did get out of sync :p Thus until now I never build speed modules on starbases along my trade routes. I build trade modules instead and fast mini frighters would leave the influence of the trade modules too fast. But it is nice to see that you can make a strategy out of this misery :D I wil

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[quote]Which is the heighest difficulty level where the AI doesn't get a head start AND they do not get higher bonuses than you?[/quote] Intelligent AI is on par. [quote]How do you get troops to get on the troop transport?[/quote] When the transport is in the orbit of a star, click on that star. Than click on the transport on the right. Underneath should appear a bar where you can choose tha amount of troops. Use the mouse wheele for fine adjustment.

88 Replies 52,316 Views

Additional to the lower quality of the planet which means lower moral, lower production, lower taxes, lower influence etc. you have to pay an additional fee of 5 BC per month. Thus you really need to bring the planets to PQ 15 or higher as fast as possibl. And you should not settle the low PQ planets before you can afford it. The main reason to settle on low PQ planets is influence. Either stars with a high basic influence value ( look here http://www.galciv1.com/forum.asp?BID=GS&id=204

7 Replies 4,315 Views

The links are broken because the side moved from galciv.com to galciv1.com. You can grab the link (right mouse click -> properties), put it in a new tab and add the 1. e.g. you can find the The Skeptic's FAQ here: http://www.galciv1.com/docs/qa.html [Message Edited]

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[quote]I plan on implementing it for GC1 as soon as I can find 5 minutes to breath[/quote] This would give GalCiv1 Metaverse a big motivation boost :CONGRAT: :CONGRAT: :CONGRAT:

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Hi T-Man, thank you very much. It worked fine for me this morning. :CONGRAT: [quote]I have learned some much better (Faster) ways with the GC2 metaverse to calculate the code[/quote] Can you give me some details? I'm very interested in efficient programming :d

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Hi T-Man, Unfortunately no. It doesn't work. I tested it right now. A little bit OFF TOPIC: What about a new Metavers recalc for all players? Not only for the active ones :notsure:

7 Replies 3,365 Views