Tacit_Exit

Tacit_Exit

Joined Member # 670109
0 Posts 0 Replies 218 Reputation

Anyone else feel castle sieges are a bit lackluster atm? Essentially the same as any other battle plus 2 archers for the defender. I guess this is placeholder but I can only comment on the game as is so. . . I feel like the castle should be an element of the battle, simplest implementation might be to have it shoot siege type ranged (eg: skorpion / catapult) as if a unit. The effectiveness could mirror upgrade level of the on-map ranged attack or have its own separate upgrades. <

5 Replies 18,111 Views

Other potential shard related bug; units can't move onto an unimproved shard and likewise can't move off if they destroy the improvement/shard after moving onto an improved one. I've seen Lieutenants apparently stuck after destroying shards, still not attack-able.

30 Replies 68,357 Views

[quote who="Borg999" reply="23" id="3499115"] Elemental was in ruins and beyond repair. The SK looked on the world with sadness and despair, but also resolve. He would make things right...and knew just how to do it. He would destroy the world and start over, making a new Elemental that would prosper and grow under his watch...but how? only by becoming a god could he achieve such a lofty goal. [/quote] You talking about SK or Brad in late 2010?

44 Replies 115,485 Views

[quote who="StevenAus" reply="6" id="3498956"] I'm not sure whether it's a good idea to show what intangibles we have, after all, doesn't it just allow us to go for all the compassionate, famous, brave actions etc. that bring the best returns (although if brave actions require a loss it might not be the best bet)? For example, it's not really being compassionate if you are just doing it for the rewards. And the idea of being compassionate relies on doing that

44 Replies 115,485 Views

In my Vista installation its in C:/Users/Yourcomputername/Documents/MyGames/GC2TwilightArnor/Ships. The XMLs are your Designs and the SHIPCFG files are the default game designs. You may want to remove templates from the 'shiptemplates' file also in same folder as 'Ships'.

1 Replies 4,764 Views

Heyas, total newb here, been playing with the ship designer in game, and am having trouble finding a specific way to edit a ship design. Hoping to be able to open a design intact (with all components attached) so I can tweak it, but all I can find is the 'Upgrade' button that just loads the Hull type and fluff/trinkets/whatever without any of the modifier components. Am I missing something obvious or do I have to rebuild ships from the ground up everytime I want a cutting edge

2 Replies 8,797 Views

As Admiral Tacit_Exit was Leading his rag-tag fleet past the not-so-neutral zone at the front of the bid for Galactic supremacy between the Evil GROSS and the Noble Fellowship, his advisors reported that the GROSS appeared to have gained the upper hand, due no doubt to a campaign of propagandized recruitment of weak overlords. Tacit had remained neutral up to this point, but the universe was changing; as more overlords tied the fate of their people to the banner of the GROSS, the freedom of

2,185 Replies 476,775 Views

[quote]Tacit_Exit, what's a good player like you doing without an empire? Do consider joining the Fellowship. [/quote] Thanks for the invite, oh beacon of GalCiv goodness. Unfortunately I'd be in danger of being dead weight in an empire atm. I've been lured back to Civ3 and I just can't seem to get enthusiastic about GalCiv right now. I'll probably take a raincheck till the expansion is released, and see if that puts the fire back in my belly ;)

18 Replies 3,648 Views

[quote]And how did you manage to get the scoop on that, LeegleechN? First time I heard it. [/quote] Maybe its like a mantra :p (thru sheer force of will . . .) [Message Edited]

18 Replies 3,648 Views

Doh! There really should be a bonus for very early wins. As it is it seems best to dominate early, then ease back with a large proportion of the galaxy and use cheese to prevent the opposition capitulating. . . . sells the Torian homeworld back to them for the 20th time, and considers building a party palace next to it and gifting it. :p

13 Replies 2,279 Views

It gets a little tedious playing games after they're basically won, just to ensure its worth submitting (ie getting all the techs etc.) Just wondering if you can get high scores with ultrs fast wins on tiny/crippling. Can an early win date overcome the lack of wonders/techs/population etc.?

13 Replies 2,279 Views

@ Tristan; an extremely variable one! Basically, I adjust my tax slider each turn such that at least one planet has 100 morale, so that it can play 'catch up' with the extra pop growth bonus to the other planets at less than 100 morale. By adjusting the tax slider down every turn or so (to keep that planet and any cohorts at 100 morale) you get a levelling effect. This is helped greatly by carefully calculating your initial colony loads to match pq of planets, and at times the

9 Replies 2,301 Views

@ Arturus: so you're saying that the loss of efficiency that Ralegh mentioned kicks in in response to large overall income, not specifically tax rate, as a part of the (possibly not yet implemented) 'graft' effect? As to your first comment, I should have re-stated in the second post "assuming a morale of 100"; I'm trying to determine if there is any detriment to running very high tax rates when thru-the-roof morale bonuses allow morale 100 pops at (say) 70% tax. [Message Edited]

9 Replies 2,301 Views

That would explain why I once saw a build queue item take longer with a higher tax level. So you're saying with a higher than 35% tax your 'dollar' becomes devalued (for internal spending)? Does this effect all the spending zones equally(Social/Mil/Research)? Is it exactly 35% or thereabouts? And I would assume it would be diminishing returns on spending (if you kept the budget balanced, a 50% tax income would have to still give more production than a 20%, wou

9 Replies 2,301 Views

If I have enough morale mods (picks, social improvements etc) to have, say, a 70% tax rate and still have a planets morale at 100, are there any negative effects on that planet? Do the tax evaders kick in only at the low morale threshold ('round 40 something) or is it a separate issue? I've been playing such that I try to reach 'equivalent morale populations' by keeping higher pq planets at 100 morale (via tax slider) while lower pq planets drop morale (therefore growth rate) u

9 Replies 2,301 Views