Papa718thTFW

Papa718thTFW

Joined Member # 665638
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Version history says I have 1.1: The Expanded Universe September 16, 2003 as the last version, but checking the galciv.exe says the file was created Friday, June 13, 2003, 11:15:00 AM >:(

5 Replies 239 Views

[quote]The survey ship will still detour to anomalies on it's way back home[/quote] Are you talking aobut a "huge map" ? I will pay closer attention but as far as I recall I never saw Hero find any anomalies on Auto from an out of range position. [quote]Unless your playing large or giantic maps, range for them is not an issue anyway. And if you are playing those larger maps, you really should have more than one survey ship scouting around. Esp if your concerned about losing a

7 Replies 234 Views

In what I suggest there would be no micromanagement. It would autosurvey at all times, except it would not enter wromholes indiscriminately. All your suggestions don't solve the problem, which is that once your Hero is out of range it stops surveying and geos home on autopilot, and you are right: to prevent it from entering a wormhole you have to manually move the Hero. This sux. THIS is unnecessary micromanagement. [Message Edited]

7 Replies 234 Views

Survey ship "Auto Survey" command. Problem: The way it is now - it sux because for the good 40% of the game (or longer) you really have to keep a close eye on your USS Hero. If you don't it will eventually hit a wormhole and end up on the other end of the map unable to do anything but engage autopilot and travel to your space for 50 turns or longer thus depriving you of much needed bonuses from anomaly exploration (every little bit helps, especially in the beginning of the game).<br

7 Replies 234 Views

Survey ship "Auto Survey" command. Problem: The way it is now - it sux because for the good 40% of the game (or longer) you really have to keep a close eye on your USS Hero. If you don't it will eventually hit a wormhole and end up on the other end of the map unable to do anything but engage autopilot and travel to your space for 50 turns or longer thus depriving you of much needed bonuses from anomaly exploration (every little bit helps, especially in the beginning of the game).<br

529 Replies 27,957 Views

Sell lower level techs to minor races with low diplomacy abilities. You can usually sell stuff like "Corvette Technology" and such to a minor race for 200 BC per turn for up to 40 or more turns. This income shows up as "Tribute". You can also sell techs to friendly major races. It is good because even though you give them something advanced they cannot usually use because they run out of money paying tribute to you and run a deficit economy preventing them from building anything. <

17 Replies 503 Views

[quote]or maybe add a new slider control. These may or may not be useful options, but to classify their ommission as a "stupid design decision" is not fair.[/quote] I agree that the “realism” line has to be drawn somewhere. But I disagree that it is better to destroy than to turn off buildings you don’t need at the moment. The game turns are measured in months. It takes decades for abandoned manufacturing facilities to deteriorate to a degree where they are no longer salvageable. Point

17 Replies 400 Views

[quote]May have been reported earlier, but just in case:1. Terror Stars and fleets grouped together with Terror Stars do nothing when you click Skip (remaining moves) at the end of the turn. You can click skip forever and nothing happens. If you want to keep the TS where it is you have to physically issue to it back and forth move orders until it runs out of moves. Again, skipping does not work.2. May be a "feature" but feels like a real bug:Once grouped with a Terror Star fleet has double the m

147 Replies 8,321 Views

(I posted this in "what you would like to see in x-pack forum" but posting it here too, just in case) Problem: Say you have 10 fleets. They are spread out all over the map and they all have move orders. They are going to far away destinations on autopilot. Say you want to break several of these fleets into two (or more) fleets each and change their move orders. Most of the time, when you try to do this, the game does not let you finish with all the ships in the same s

2 Replies 128 Views

May have been reported earlier, but just in case: 1. Terror Stars and fleets grouped together with Terror Stars do nothing when you click Skip (remaining moves) at the end of the turn. You can click skip forever and nothing happens. If you want to keep the TS where it is you have to physically issue to it back and forth move orders until it runs out of moves. Again, skipping does not work. 2. May be a "feature" but feels like a real bug: Once grouped with a Terror Star

147 Replies 8,321 Views

[quote]What I would like best is an in game graphical tech tree. It's almost painful to handle tech in this game, especially with the way the scroll works. I've got things down in my mind up to about dread-tech, but beyond that I'm just researching whichever of my next options sounds good rather than having a clear goal of what I'm trying to reach down the road. Other than that I love this game![/quote] Amen to that!

529 Replies 27,957 Views

[quote]Debians probably did something unsaintly like eating meat or something worse like talking to a Drengin.Remember the Altarians eradicated all those who weren't "pure" enough, so you have to take the game's 'goodness' with a grain of salt[/quote] Excellent point. I only wish Stardock did a better job in communicating to the player what the (allied) AI does and why. Also, good and saintly races have no right to attack people just because they favor some cruel animal hunting. They sh

5 Replies 329 Views

In every game I played, Altarians who are supposed to be saintly, declare wars on everyone left and right. Well, maybe something happened in the background which forced them to do so, but if I am allied with them they should tell me. Instead of just informing the player that they are declaring a war on someone and demanding that the player join or else, Altarians should, for example, say: "The I-League has ruthlessly attacked us. As a result we are declaring a war on the I-Le

5 Replies 329 Views

I would like to see Saintly Civs that make no sense fixed. In every game I played, Altarians who are supposed to be saintly, declare wars on everyone left and right. Well, maybe something happened in the background which forced them to do so, but if I am allied with them they should tell me. Instead of just informing the player that they are declaring a war on someone and demanding that the player join or else, Altarians should, for example, say: "The I-League has ruthlessly a

529 Replies 27,957 Views

Diplomacy and Negotiations Often an AI approaches the player and says "We are being slowly destroyed by XYZ. Is there anything you can do to help us". Here you have the opportunity to give them techs, ships, whatever. Now you "Speak to.. XYZ" but you don't have the same option as described above. The only thing you can say is "We require that you give us ABC", but if you do so without offering a good trade (say you have nothing to trade or you would rather not trade something)

529 Replies 27,957 Views

If my understanding is correct, the morale/influence mechanics work something like this: I-League - high influence. OK. My empire - much lower influence. OK. Scenario 1: My star system happy (100%) - it stays put, does not defect to I-League. Scenario 2: My star system very unhappy (average morale on all planets in the system is lower than, say 20%). OK - very good chance that the star system will defect to I-League. BUT, the problem I am describin

8 Replies 332 Views

I was not talking about embassies. I was talking about facilities whose bonuses/abilities I do not need at the moment. Hey, (to address one of the above replies) it would, indeed, be tedious to go to every planet and turn off all Neural Nets one at a time, for example. But often times all you need not to lose money is + extra 30 BC per turn. Many structures cost as much as 5BC per turn to maintain. SO, instead of DESTROYING six of such facilities and then spending BC on rebuilding them later I w

17 Replies 400 Views

I am having trouble attaching ships to Terror Stars (TS) and vice versa. Here's what happens. I merge several ships into a fleet. I move a TS to over the fleet. I click the merge fleets icon. Ships disappear under the TS. That's fine. Then I send the TS to a distant sector and here is the problem: Once the TS spends all its moves the ships still have moves left and they separate from the TS and move forward. In my current game it happens to every single fleet containing a TS, except one

1 Replies 148 Views

Yes. Your suggestion is a good one. Just like you can say "All planets building no ships should now build ship XYZ" you should be able to turn off all manufacturing facilities on the planets that are not building anything to save on maintenance/salaries/wages, or whatever.

17 Replies 400 Views