Mystikmind

Mystikmind

Joined Member # 1280585
29 Posts 490 Replies 2,239 Reputation

No, its not unrealistic. Your headsman example is that of a precision strike, under ideal circumstances. In an actual combat situation, he is not guaranteed to hit someone's neck, and may simply gash open an arm with a given blow. The damage varies This comes back to my earlier point about targetting accuracy. Do you believe it is reasonable

69 Replies 20,512 Views

I did, there's only one, #2, and it says nothing. Your point? BTW, if you were replying to my comment, then you should stick to what I commented (as OT as it was), or do you also have a different opinion on how issues are discussed? Ok let me walk you through it... i had two points to comment on, upgrading a ship when not at a starbase an

46 Replies 24,980 Views

I find it is more efficient to focus on developing strong planets to the max before worrying about weak ones. Sometimes i will still have originaly colonised planets of my own, with almost nothing on them right towards the end of a game. Usually because i have been busy developing better planets that i conquored. Any planet with no tile bonuses, typically gets left to its own devices by me, i wont even bother building any factories or a starbase. Once other stronger planets are develope

5 Replies 5,309 Views

my above reply was meant for the very naive Mystikmind. Go and stick something in your back door pal... and don't ever slam my PS2. EVER. Now have a nice day Appologies for wishing to contin

22 Replies 13,177 Views

This is the kind of conversation that leades me to start forming ideas in my head along the lines of getting a gun and shooting myself! You know, just to make the intense feelings of boredom and insanity go away.

28 Replies 31,375 Views

So what exactly is your concept of cheese? Ah yes, good point. Cheese of course is a slang term which i got from reading other peoples posts on this forum. I guess it has to mean what the majority of people think it means, which from what i have seen so far, is that it is somthing a player can do to get an unbalanced advantage.

46 Replies 24,980 Views

I was telling you that your car example had nothing to do with what was being discussed, whih you should have figured had you read the whole thing. Like I said, it's not about the cost I was talking, but the upgrading away from a supply depot and with no means to transport parts. But you're pulling the discussion to what you want to discuss... <b

46 Replies 24,980 Views

In most other games, you actually have to do stupid things in order to go broke. However, the key difference in Galciv is that finances are pretty much set up to self destruct your empire from day one. Of course, actually doing stupid things can make things exceedingly worse very quickly. To survive in Galciv, you have to learn to do the right things financially or you are destined to fail every time.

18 Replies 5,986 Views

Note that all defenses get to participate multiple times if attacker has multiple weapon types. This is why it's usually not good to use multiple weapon types but it can be useful to use multiple defense types. I didn't know this! I always use at least two weapon types... using two weapon types equally seems to stop the AI from trying to ad

6 Replies 5,158 Views

Maybe I misread something here but I think the OP premise is off. Attack rolls are zero - max just as defense rolls are zero - max. Its been this way since day one and I have seen posts from CariElf to verify this fact. This is what i think is stupid. Realistically speaking, a weapon that hits it's target is going to do pretty much the same thing

69 Replies 20,512 Views

Like a stunt fighter launching a proton torpedo down the tiny exhaust port of a Death Star and blowing the whole thing up Like a Death Star shooting a stunt fighter with a direct hit and the stunt fighter lived.... because the Death Star rolled a zero on its attack that turn. Sound reasonable? NO it's very rediculous and should not happen i

69 Replies 20,512 Views

I just suggest that you remember this advice because some day you may see the wisdom in it. Of couse the 'ripple' effect is significant for an overall benefit to your civilisation as a whole. If i was trying for a metaverse score i would follow your advice. However for me, what is important are the ships. I love to end up with a planet on

10 Replies 15,987 Views

The blank cargo hull, build it up as a survey vessel, if you send one of those out, find a nice planet, and refit it into a colony ship, it colonizes the planet with a population of 1. Na, no good. Theoretically speaking it is reasonable that Colonising a planet is more than landing a ship, it is a way of 'claiming' a planet as your own. The

46 Replies 24,980 Views

They are likely a result of the assasination or diplomatic faux pas event that sometimes occurs when you spend nothing on espionage for too long. This is exactly why i never spend anything on espionage... cause i don't want to spoil this event from happening!

11 Replies 6,023 Views

'First strike' in battle was removed in 1.2. The combat system in 1.3 is the same as it is in 1.4. not that i remember anything that tells me Kryo is right, but i would trust his words are correct.

18 Replies 5,986 Views

It definately needs a limiting factor to restrict luck from having too much fun. I think a good limiting factor would be this... if on the first turn a defence or attack rolls say 20% then the next turn it can be no less than 80%, on the next turn it can be anything again. Just a small way of ensuring a stupidly severe luck outcome cannot occur.

69 Replies 20,512 Views

As far as the car is concerned... yes it would cost you more to build it yourself, however, if you bought a new car, sold it piece by piece, you could take that money and buy 2 more. Hehehe yea, sad but true. Anyway, the point i was trying to make with the car thing is that it should be cheaper to buy a complete ship than to buy a hull and

46 Replies 24,980 Views

While at first I am inclined to agree, a study of military history shows that luck has played a major role in the outcomes of conflicts. True but most weapons of the past have had primative targeting systems - a breeding ground for luck! I would imagine space age targeting systems pretty much eliminate luck as being a factor in com

69 Replies 20,512 Views