Peter Harris

Peter Harris

Joined Member # 666936
0 Posts 0 Replies 171 Reputation

I edited the files to create a new tech and a Planet Quality Trade Good. I made a typing error so when I started a game and built the Trade Good the PQ of Earth went to size 60. Sheesh! It was too good, had to fix the typing mistake and start again.

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Thank you HawaiiFive-O. :) I now have your Galciv writer on 2 discs. I can take it home and load it on my home computer now. :) Umh, I wish Stardock would do this with their patches. :) BTW I have posted an update on your Apolyton thread mentioning this two disc download is available. [Message Edited]

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HawaiiFive_O I found your programme (it was me that left them drool marks all over it). :) Trouble is I am not connected to the internet at home and your programme won't fit on a floppy disc for me to download at work then take home.

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Can that. I just found an excellent summary by JavaScout elsewhere in this forum. Hopefully I will be able to follow those instructions successfully. :)

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I would like to add some more terraforming into my games by either adding a new tech or amending an existing one to allow an increase in planet quality. (Whichever is easiest). Can this be done? If so, how? (Please keep explanations, if any, very simple as I know very little about computers). Any advice appreciated. :)

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Another thing. You could take Frogboy's tip one step further. Send that heap of constructors into your newly acquired sector and build an instant starbase to boost production and defenses. Any way, I do not have to pay starbase maintenance because I have not downloaded any upgrades but I only build three starbases in in a seriously good sector when I want to churn out warships. The other sectors get only one starbase. BTW I see your point Alyse

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I think what is happening is that you are making your production lopsided between sectors. Those starbases are indeed increasing your productive capacity so the money you allocate to production is allocated between planets according to their productive capacities. You are creating super-productive sectors that grabbing the lions share of the production money. There is very little money left over for the backward sectors. The consequence is the backward sectors produce almost nothing. This can be

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Haven't tried "normal" in Galciv yet but may I suggest out that the jump from Chieftain to Warlord in Civ3 is a big jump. The jump from Emperor to Deity is collosal. On that basis, I would not be at all surprised if there were to be a similar jump somewhere along the line in Galciv. Umh. Smaller maps can magnify the harshness of the jumps too. If your first few starting moves are not so good you get no time to make up for it before you meet the neighbours. eg. In Civ3 you really can't a

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I have just tried a "two tier" initial land grab. First I send out colony ships to secure star systems, one colonist per star system using the best planet. (Will settle two planets in the same system if both are very good). I then switch from 80% military to 80% social spending to build soil improvement, habital improvement and banks. When all planets have finished soil and habital I switch back to military to fill all remaining planets in those systems and possibly secure anot

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rufusjonz I only bought the game myself about 10 days ago and I would say it is very easy to play but difficult to master. Umh, so I would it is not you, it is the game. I find a Civ3 type of strategy very successful at the three lowest levels. I had a very easy win at the third lowest difficulty (sub-normal?) using a Civ3 strategy. My Civ3 strategy as applied to GalCiv: 1. Pump out settlers (100% spend, 80% military, 20% science, no leasing) 2. Send that scout out under man

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Yes, Darkhold. "Sequel" would be a better term than expansion pack, I couldn't think think of a better term. I have no objection to some extra units and eyecandy but all too often that is about all one gets in a sequel so not really worth the money. I am not sure exactly what I would want yet. I have some ideas about expanded diplomatic options, ability to set the aggression level of a game (as you could in Ascendancy), perhaps more ability to set various AI advantages and dis

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I am curious about what you DO NOT Want in a Galciv expansion (and hopefully someone from Stardock will read this thread). I do not want the usual offering of: - more units - more races - more aggressive AI - more eyecandy My reason is that these things are essentially more of the same. I don't really care if there are 5 other majors or 6. There are already plenty of units. The AI is already more aggressive than I like. Eyecandy is not important, I want plain ea

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I like your ideas Frogboy. I don't give a hoot about my score but I was concerned about how changes to scoring might flow through to game changes via the Metaverse. I am glad that scoring system does not overly encourage/reward human aggression because that might lead you to increase AI aggression which I really don't want. I like a peaceful game. Thank you. :)

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Thanks gents. Thought I read somewhere that any major civ was prone to attacking any starbase in a sector occupied by them, wondered if it was the same for minors. Umh, must have missed the fine print about attacking only in response to culture modules. :) BTW RayChua. I am actually scared of flipping the Alexians because I would lose all of my trade income and thus a huge chunk of my total income if that Alexian world changed hands. (Scared enough that I actually built and

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In my current game I have a string of trade enhancing starbases across my territory with an empty sector also containg my trade enhancing starbases. All of my trade goes from one end of my empire down this corridor to an Alexian world. I am thinking if I put a starbase in the Alexian sector I could get further trade multipliers. Would the Alexians eventually attack if I did this? (Background information: We are allied, their fleet is bigger than mine, they rely on my trade for

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I name only my most valuable systems, the systems that I must not give away, trade or lose under any circumstances. This is since I gifted the Alexians a star system and clicked on the wrong name. Goodbye to a system including a 26 point planet, goodbye manufacturing capital, goodbye economic capital, goodbye trade routes etc etc, never again.

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Crushbone 1. Click on colony ship in the build selection. 2. Click on purchase 3. Select Mitrosoft 4. Repeat this process for several turns 5. See instalment payments drag your economy down. ;) :)

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IIRC I routinely get up to 1000BC for a trade good (sometimes more)from the Alexians allowing them time payment. :) I really can not understand why you are having such difficulty with them. I find them by far the most tractable and co-operative civilisation by a long shot. Could it be that that you are "evil" or have done something to annoy them perhaps?

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I only play at beginner level and only recently bought the game but anyway. I try to grab star systems, colonise one planet per star then colonise any remaining suitable planets in that system at leisure. I set expenditures to 80:0:20 to churn out colonists to try to grab a dozen systems and build a few starfighters then switch to social to build a couple of basic improvements. Then back to military to fill up the systems and build more warships then back to social for more improvements

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I had a similar experience to your Fundamentalists. In a game the I-League appeared and got really massive. The root cause of the problem was that when a new minor appears it gets the same tech as me meaning it was so far ahead of all the other AI civs it could just have them for breakfast. Battleships against Starfighters aint fair so soon no other AI had any fleets at all. Worlds gradually flipped to I-League but no one could attack an I-League world. When I finally used a pr

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