MacsenLP

MacsenLP

Joined Last seen Member # 871056
10 Posts 101 Replies 15,114 Reputation

Currently after wars the AI's planets are often weak economically. The reason for this is they have so low population on their planets due to conquest ie remnants of the troop transport population living on the world or the last survivors of an invasion. What i'd like to see is when an AI is at peace it will ferry population from it's larger population worlds eg 5 billion plus to the lower pop worlds eg 800million or less. These worlds can take an eternity to recover populatio

7 Replies 4,564 Views

I would like to see the amount of potentially habitable number of planets listed in the debug file for each map. It would make map settings a lot easier to figure out and give you more knowledge about your type of game and how long it will last.

18 Replies 6,843 Views

It's prob best bonus tiles are a bit rarer especially on the homeworld. The AI's are still pretty dodgy at using bonus tiles in beta2b though. I've seen them not build the appropriate building on a precursor bonus tile for example.

19 Replies 12,388 Views

Sadly the AI's doesn't seem to realise how important it is too take out resource starbases in a war (including military ones). Until this changes i'm happy for Starbases to remain weak militarily adding/improving extra modules to improve there attack and defence currently would not improve the game imo. The fact that ships are now a lot slower has in affect improved there chances of survival (it's easier to defend them with a nearby stationed fleet). Frankly I think there ar

14 Replies 7,337 Views

Under certain circumstances you could give planets to an opponent with spore ships waiting next to them. Then declare War and retake those planets on the same turn thus stealing loads of technology from them. Buildings stay intact only down side would be loss of population on those planets but you could easily do this on low pop worlds or offload population using transports then move the population back on once you've used the spore ship. You could gain huge amount of tech usi

5 Replies 2,043 Views

Stardock hasn't said what has been updated yet so i've had a quick look at beta2b and here are the changes from 2a that i've noticed. Poss different Korath pic (looks different to me from memory) Korath and Kryn movies are back in instead of static image. New Ship Templates New DA Manual Swith Chapter option Neutral extra tile conquest bug fixed (loaded up old game tried invading and tiles seemed to improve by right amount) Up

7 Replies 2,507 Views

I've just updated to beta 2b within the hour. My versions are: 1.4x.071 and 0.20b.033. Beta2b is working fine for me new changes over 2a are noticible. Perhaps your download screwed up. Try ticking off then on again for pre-release versions to see if it gives you an option to download again or you could try complete uninstall then install. Or waiting for Stardock employee who should be able to help more than me. good luck. <img src="http://images.stardock.com/gc2/

14 Replies 9,159 Views

Is Gal Civ fully updated? Think my version is DL 1.40x.071 Possibly could be that. On a side note anyone know what changes have been made between beta2a and 2b.

14 Replies 9,159 Views

Sorry Kryo I did think it might be wrong forum didn't notice the beta report one. In my game the Altarian Wisp planet which starts out as a 3 ended up being a PQ 28 somehow. Whether it's the same bug as sam0t I don't know the bug is easy to reproduce though.

5 Replies 2,069 Views

Example of the bug... You are neutral civ after researching ethics and have researched up to terraforming tech. You invade Altaria which has a current PQ of 14 i.e. they have built soil enhancement and habitat improvement. You Conquer Altaria now the planets has PQ 17 (17 tiles) when it should have 15. The bug adds the amount of extra potential tiles the planet could have before terraforming techs were built to its current amount. Instead of the remaining amount of tiles that co

5 Replies 2,069 Views

I just noticed a related UI detail: in the Moves Left field for a manually launched constructor, I see 13/4. I have a screen cap and save I can email if this might help the devs. I think there might be a bug with newly built ships movement points. On the turn there built i've had ships which should be able to move 7 points but is displayed as 5/

17 Replies 3,876 Views

In my own game 2 near equal economic powers were at war due to the drath meddling. The arcean had a tiny military and the other the Korx had zero military. About possibly 6 turns after the war started the Korx surrendered to the Drath (not the civ they were at war with)this in second year of play. The Korx were in no danger of losing planets the arcreans didnt even have transports, in fact they had just culturally taking a planet from arcea. Anyone tried giving a zero military power

14 Replies 4,774 Views

Was this DA Beta2? Did the surendees have zero military and it was near to start of game? I had something similar happen with the above conditions pehaps it's something Stardock needs to look at. Lenius.

14 Replies 4,774 Views

Could Stardock do some testing on DA with this graphics card. Card Name: Intel(R) 82852/82855 GM/GME Graphics Controller Manufacturer: Intel Corporation I've had crashes with it on Gal Civ2 and DA is currently unplayable with it. It crashes the cards driver seemingly when you quickly zoom/rotate the map on DA 0.2 beta. My graphics driver is up to date (latest version) and I will send a debug file the next time it happens (i.e. next time I play DA). L

8 Replies 5,274 Views

Ships moving at 20+ moves per turn is not how it was designed to be played. So I'm updating the engine component values. This is good news Brad/Frogboy but I still think the Yor super abilty is overpowered. Poss you could have a 3 spaces per turn move minimum otherwise a 50% loss of speed. i.e. Move 1=1 Space Move 2=2 Spac

129 Replies 43,135 Views

Perhaps the spore ship could be hugely costly eg 200-300 extra industry. And/or perhaps it should be auto targeted first when in a fleet because of the danger it represents. Mid game super Abilities need to be quite powerful because those Races should often be playing catchup to the early super ability races. Lenius.

85 Replies 109,868 Views

I think you made Super Adaptable too weak though. Lol I think this could argubly be the strongest of super abilities. The colony phase is the most important phase of the game. With this abilty you could potentially hugely out colonise your opponents. Lenius.

85 Replies 109,868 Views

Immediate changes id make... Super Isolationist: Increase min movement to 6 spaces. Super Hive: Factorys are 25% cheap than normal instead of 1 turn production. Then do lots more testing. The super abilities will never all be equal but the innate abilities and starting planet sizes can be used to balance races for metaverse purposes so everyone doesn't just pick the same race. Super Doninator for the Drengin sounds rather boring for me. The Drengin are the

85 Replies 109,868 Views

Wow some of these abilties sound so overpowered a human with some of these advantages would crush the AI easily. The following abilities are the most noticably hugely powerful abilities to me. Super Warrior: Sounds massively overpowered I know combat has been changed a bit but this woud be like a return to pre 1.2 patch (i think) for that race. Huge advantage. Super Breeder: This could easily be overpowered. Super Isolationist: Speed issues are huge this c

85 Replies 109,868 Views

If it comes down to a choice between an AI which stands a chance of winning versus a good human player or a story generator of how the the player kicks AI ass every time, the AI improvements are the obvious priority. Although Gal Civ 2 is the best game of its type I have played I feel the AI still has a long way to go. Perhaps the story generator could be added in a future patch or multiplayer expansion that was talked about. Lenius.

125 Replies 171,689 Views