PJ_

PJ_

Joined Member # 694750
0 Posts 1 Replies 647 Reputation

The scores of your last four games are about half as high as your other recent games. It's not surprising that they're dragging your score down. Try searching the forum for some threads that explain how metaverse scores are calculated. http://www.galciv.com/forum.asp?BID=GF&id=120131#120431 http://www.galciv.com/forum.asp?BID=GF&id=80137 http://www.galciv.com/forum.asp?id=79883&BID=GF&page=1#80259 ~SDC~ [Message Edited]

285 Replies 17,344 Views

What he's describing is what the game looks like with no multimedia installed at all, though. I would guess that the game looks in the gfx, movies, and Music folders, doesn't find anything, and just runs without the multimedia. I don't know why Stardock Central would put the game in a different folder from where it was already installed when you updated, though. Did you try just moving all the multimedia files over into the new folder? ~SDC~

3 Replies 221 Views

According to the Galactic Battle Simulator http://www.galciv.com/metaverse/simulator.asp it should take 30 corvettes to beat a death night. 40 seems reasonable, since it doesn't account for racial bonuses. Doesn't look like the corvetts got anything special for being in a fleet, so nothing's changed. ~SDC~

7 Replies 422 Views

When trying to build a Terror Star with a negative treasury you get a message saying that the UP has limited starbases to zero modules. And it's possible to build a Terror Star with less than 5000 bc in the treasury as long as it isn't negative. (Which may or may not be unintended.) ~SDC~

285 Replies 17,344 Views

[quote]i just had a game where the Carinoids had complete dominance of space. I stopped building defense ships as they were destroyed one after the other. They never tried to invade me and i won by Culture. [/quote] Most minors won't invade. They're not trying to rule the galaxy, just survive in it. Exceptions are the I-League, Draginol, Fundamentalists, and some others I can't remember, who are trying to take over the galaxy. ~SDC~

9 Replies 396 Views

[quote]Resource starbases are always visible on the mini-map. This is Working As Designed®.[/quote] No, it's not. When I reloaded the saved game they dissapeared from the minimap. But they're still on the tactical map, so I can find them again if I look. ~SDC~

285 Replies 17,344 Views

Yeah, space sharks will attack any ships they can find, and there used to be a bug that killed population when a transport or colony ship was destroyed in orbit. ~SDC~

12 Replies 440 Views

I really like it too, but why wasn't it there when I reloaded? And it doesn't always stay in your sensor memory, because a few turns after I reloaded I found the starbase again and attacked it, losing the ship, and it dissapeared from the minimap because I didn't have a ship in range anymore. A really nice feature, but it's buggy. ~SDC~

285 Replies 17,344 Views

[quote]19. Rush-buying your first colony ship is not a bad idea in situations with a lot of decent planets nearby.[/quote] It's far cheaper to just build colony ships, and it only takes two turns longer. Unless those two turns will be the difference between you taking the planet and someone else taking it, I recomend just building it. And I can't say enough how huge an advantage you get by picking speed. In my last game where I took speed I would up colonizing almost a third

33 Replies 6,194 Views

GalCiv Writer has a function "Adjust Research Cost For All Techs" that you can use. It won't find the techs in your mods folder, though. ~SDC~

9 Replies 1,822 Views

Each computer player has its own intelligence level. The level is based on them. All of them set to Intelligent is called "Painful", all of them set to Genius is called "Crippling", etc. Set them to several levels and it comes up with some kind of average. ~SDC~

33 Replies 6,194 Views

[quote]Two things. A question: It seems that having more techs lowers the cost of further techs? How is this true/not true?[/quote] Cost stays the same, but (a) some techs increase your research ability or allow you to build improvements that increase it, and (b) having more techs probably means you've been playing longer and therefore have a higher population to do research. ~SDC~

62 Replies 7,424 Views

He probably got one of the precursor events. There's one that raises a single planet to class 35, one that raises all planets in a system by a certain amount, and one that raises all uncolonized planets within two sectors by a certain amount. ~SDC~

59 Replies 8,549 Views

[quote]I always thought things get better if your population grows....how do I stop my population from growing ????[quote] You were right. And the only way to stop population growth is to lower morale, which you could do by raising taxes if you really wanted to for some reason. (You will, in the long run, get more out of your people with low taxes and high population than with high taxes and low population. I keep mine on 33% the whole game.) [quote]I guess I have to kill em

21 Replies 843 Views

Anything below Painful gets enonomic penalites. Crippling gets a slight economic bonus, but I don't know what else. I honestly didn't notice any difference when I went up fron Painful to Crippling, but Maso was just rediculous when I tried it, so if Crippling gets bonuses they're nothing compared to Maso. ~SDC~

11 Replies 399 Views