Well, the score in the top player ranking is affected by a 5% aging, when the score used in empire (which is the score that appears on the popup when clicking o your name) is affected by a 10% aging.
Peace Phoenix
[quote]went to your link and downloaded SDC. Now running ver 1.24.51 build 41. [/quote] Strange, the exec is stardockcentral130.exe :notsure:
What version do you have? The latest seems to be 1.3. I think that there is an option in the menu that allows you to check for application update. You can also to the the stardock website to download the full 5-6 Mega .exe. THAT should do a complete reinstall :)
[quote]I've submitted 7 1.2 games. My last two games, since I uninstalled and reinstalled GalCiv, are not being submitted. After I click the submit button, the submission screen returns to the main menu much faster than before.[/quote] Have you tried to install/reinstall/update Stardock Central?
I think you have it right. :) Don't forget that the faster way to have a drop in moral is to increase taxes. [Message Edited]
[quote]Quick question: could we have a list of the $ modules? [/quote] I guess that a look in the file coremodules.sbmodules at items where ModuleCost has a value will give the answer :)
Excerpt from the thread "GC: Altarian Prophecy Beta 4 (1.49J)" [quote] We implemented some fo the changes we had talked about for being in the base GalCiv 1.21 here. Let me discuss some of them here [/quote] [quote] 6) Influence has been changed in how it claculations. THIS WILL NEED PLAY TESTING. Previously it worked as follows: You had Sector Influnece X. And # of Starbases in sector Y. It would then go through a loop and say X = X+ X*Starbase[Y].Inf
[quote]Also does the terror star have its own built in influence. I notice that there are % next to each stage like it is adding influence or something. At first i thoguht it was how complete the terror star was but at 30% it was finshed. Plus in the reasearch text it states that other races will be affected just by having the technology.[/quote] You need 4 modules to have a working terror star: - terror-star shell (+15% completion). When this module is intalled, the completion goes
[quote]If you make some of these types of techs expensive to research (and very difficult to trade for) then it adds a whole new spin to the game because we would have to decide if we want to research Battleships to protect our planets or a new security measure to protect ourselves from spies [/quote] If espionnage is too complicated, it would be easier to acquire tech by trading or invading planet.
[quote]I would not expect that it would be complicated to fix that. Influence calculations are complicated in this game, but the effect of multiple star bases of one sector shouldn't.[/quote] You shouldn't be so sure: if a calcul is complicated and an undesired effect appears, you can safely bet that it is the complexity that creates this effect. So even if the fix seems simple on the paper , it could be awful to implement :notsure:
[quote]How come when someone finds something that works... its called cheese.... I'm really getting sick and tired of it... [/quote] Just a question: is it a reasonnable behavior for an AI to stick with PQ 13 planets that were given to him as gift? If it isn't reasonnable, it shouldn't happen :) . What would you do if the AI give you as free gift a class 12 planet? BTW, if you looked at a previous post I have made, I was developping a PQ 14 plent into a PQ 15 in order tha
[quote]what i'm getting at is that no matter how the Culture bases work if an AI player places the same number of modules on a starbase then they counter each other... so it doesn't matter how they get calculated.. adding , multiplyine squaring,trippling,quadding what ever... its the same for all players.. so its NOT an exploit[/quote] I am under the impression that we haven't the same definition for exploit. Maybe because I am french. Let me see if I could sumarize. If human and th
[quote]To put this in context, a decent newly colonised planet with a low population level will start with 100 morale, giving it a doubled population growth rate[/quote] Very low population on a planet can have incredible growth rate: I have colonized planest with only 1 colonist and the next turn, and I find 5 people in this planet. 400% growth rate. Nice :)
I fear that I haven't express correctly my point of view: I think (it is my personnal opinion) that the fact that bonus from different cultural stabases in the same sector multply instead of add is a broken thing: it is like transforming 6 machine guns into one atomic bomb. It screws some balance. It should be put in the same category that terrors alpha strike from the day where you could build lots of terrors stars without having the corresponding money. I don't think that the deve
[quote]It should also be noted that there isn't really anything that needs to be updated. Except for the addition of the Loyalty attribute, all the changes in the updates since 1.06[/quote] Strange, I was thinking it was the logistic attribute that was added ;)
[quote]Hi, i have buy the game on a shop (france) and i install the game, but when i wrote the serial, the game tell me that are not the good serial. ARRRRGGGG but i wrote it good (only uppercase) what can i do for play [/quote] Since I suppose you are french, I will respond in french. Quel numéro essayes-tu d'utiliser? Car dans la boite , il y en a deux: - un sans '-' - et un mémo avec des '-', qui explique, avec un example, comment le numéro doit être formatté. Tu
[quote]As for Tech Victories... I think the AI should be allowed to win via Tech victory myself. I believe that if they get the Tech victory currently, it just disables the Human from being able to win in that fashion. And that is, again, a decision by Frogboy and his team. To prevent a long game from suddenly being "lost", which is a common complaint with games that feature peaceful means of winning. Such as can been seen with MoO1 and SMAC.[/quote] I think that there is an option at the cr
[quote]Peace Phoenix, The AI use this to exploit the humans. I just finished a game in which the Alterians (?) we so far advaned in technology that they were two shiptypes ahead - so no chance of winning militarily. They flooded the galaxy with starbases and constructors, literally 6 or 7 starbases per sector that they owned that were developed all the way to terrorstar status. Almost all used the influence modules. The only way to win this game was to terrorstar their systems in oblivion. Which
J.T.Qwerk, it isn't annoying you that for influence module (and only influence), the bonus are multiplying instead of adding? What is annoying is that for only 70 constructors you could have + 700 000% influence bonus. If this isn't a loophole, what it is? I see no problem with putting a lot of time to create trade starbase in each sector along a trade route. BTW, have you tried the "vagabonding cash cow" : fully trade terrors escorting a pack of 10 mini freighter? For me , it
The exploit is using 6 fully developped cultural starbase (+343%) in the same sector. If their influence add, you will have a bonus of +2058% (influence multiplied by 21) But currently, they multiply !!! So you have a bonus of (1 + 3.43)^6 -1 = 668 100% which is insane. Here is the cheese. [Message Edited]
I have a problem with the law of diminushing return: how do you fix which starbase will have the full effect of their bonus? More, I am not sure if this a great idea to penalize a further people who will have UP setting limits on the number of modules. And I will add that the 10/turn maintenance was removed since it wasn't preventing people who where using starbase to deal blows to AI (terrors star or party palace) and disbanding them after the sector is cleaned from AI system.
As I have used 6 fully developped party palace to flip sectors, I know about the influence problem ;) . My point is: don't make a specific formula for the influence module. The current formula is: the effect of all modules in a sector stack. The problem is that for all non-influence module, stack means an addition (bonus applied on the same base) when for influence module stack means mutlplication (bonus applied on base integrating previous bonus). So they shouldn't ch
[quote]There should even be a penalty system in my point of view. Something like 1 x a + 0.5 x b + 0 .25 * c[/quote] I don't think that it is useful IF bonus from influence module add instead of multiply. Since there is an exploit from influence starbase, they should close it without altering the other starbase modules. It may be not an easy thing to do since influence calculation seems to be a tricky thing.
The only things that have an empire wide effect with starbase are the ressource mining modules. Anything else is tied to the sector where the starbase is (and adjacent sectors for cultural modules) [Message Edited] [Message Edited]
[quote]I consider research and social production bonuses to far outclass the potential bonuses in soldiering, population and even attack/defense[/quote] I am not sure but research or production bonus aren't free: it costs money to use them. More, you mustn't forget that theses bonus are just added to other bonus from planet improvements or empire wid bonus (like ressources). So they are worth as long as you can have a 100% spending rate :) If you have only a 80% spending rate, you w