Ostsol

Ostsol

Joined Member # 2394405
1 Posts 3 Replies 6,300 Reputation

4x strategy games have been doing things like this for a long time. Quite bluntly, it's a cheap, easy way of eliminating the trouble with modeling multiple races/cultures on single planet. If the game differentiated between soldiers and civilians, what would happen if you decided to transport more people to a conquered world? You'd have a population of two races/cultures on the planet, so the game have to keep track of it. What if the population of

18 Replies 27,108 Views

I seem to recall that the devs recommended against alt-tabbing. It certainly shouldn't crash, but if you're going to be frequently switching between desktop and game you should probably play in windowed mode.

1 Replies 2,794 Views

Political border negotiations would be a cool addition to the game. The most basic form could be a radius around each colonised solar system, or something like that. Perhaps a system sorta like how the influence border is determined, but with each colonised solar system weighted with a constant value rather than one that is variable depending on the planet. If more than one civ has a colony in a system it could be treated as disputed territory, I gu

14 Replies 9,976 Views

By #5 it sounds like you want tactical combat, or at least simulated tactical combat (like Stars! had). I'd kinda like that, too. It'd require some major changes to the game, though, and we're more likely to see it in GalCiv3 than in a patch. Even for an expansion I think it's a bit much.

10 Replies 7,398 Views

maybe they build starbases so they would not be gobbled up by other's influence. Have you ever tried to turn a minor civ's planet with influence? It doesn't work. They're completely unaffected by influence and have no influence of their own. I mentioned in another thread that this happene

12 Replies 7,225 Views

whats the point of a military starbase when you can build influence and economic and mining starbases with all the same ship bonuses As has been said: some of the modules for military starbases provide offensive and defensive bonuses combat vessels within their area of effect. No other starbases can do that. When you have crappy ships and an

25 Replies 25,345 Views

The problem with Starforce and other such software is that it's not always stable. Granted, the games themselves are not always stable, but I'd personally rather that the game is unstable because of itself and not because of some third-party software. At least that way the developer is not at the mercy of that other company to fix problems.

11 Replies 32,368 Views

Starbases as they stand right now are too fragile. Since the attackers always get "First Strike", then a sufficiently powerful attacking force is almost assured to take out a Starbase, no matter how much offensive and defensive capabilities it has. That's why we have sensor and engine techn

25 Replies 25,345 Views

Yeah, the problem is that the CPU frequency, which is used in the game's timer, is being misreported to the game. A similar problem also occurs on systems where the CPU clock speed is dynamic, such as in power-saving systems in some laptops. That later case is usually fixed by querying the frequency each frame.

5 Replies 7,436 Views

Maybe they were in the danger of having a cultural flip, in that case they would need influence to prevent themselves from being taken over culturally. I'm pretty sure that minors are unaffected by influence. Besides, the minor that did this was on the opposite side of the map from me, yet still decided to put several influence bases around my homew

5 Replies 6,013 Views

I think that Windows always reports that virtual memory is too low when usuage goes above your minimum. My suggestion is simply to increase your minimum to at least 1.5 GB. I've found the game peaking at around 1.1 GB, for me.

3 Replies 3,874 Views

Once again, the Torians decided that they'd help me in my war -- by giving me starbases. This time one of them was a mining starbase, which is useful, but the others were economy starbases in his territory. Now it's a little silly to be giving me those starbases. Mining bases should simply never be given away, unless the AI is feeling quite intimidated or they otherwise just want to kiss ass. In general situations, however, they should be jealou

5 Replies 6,013 Views

Yes, but in terms of shots fired during a single engagement, movement has no effect. I can easily see how a 6vs3 results in a 33:9 shot ratio. Round 1: Fleet 1 attacks: 6 shots Fleet 2 attacks: 3 shots Round 2: Fleet 1 attacks: 6 shots, killing one Fleet 2 attacks: 2 shots Round 3: Fleet 1 attacks: 6 shots Fleet 2 attacks: 2 shots, killing one Round 4: Fleet 1 attacks: 5 shots, killing one Fleet 2 attacks: 1 sho

16 Replies 13,750 Views

Actually one thing I noticed in a previous game was that an ally didn't seem to mind me influence-flipping his colonies. I built a few influence bases and bought a few others off of another civ. It was really interesting, since my ally was complaining about that other civ's bases, but didn't say a word about my own, even when his capital was rebelling. Are allies supposed to be that abusable?

11 Replies 10,250 Views

It is the degree to which another civ's influence is affecting that planet. To put it simply: when it reaches more than 4.0, there's a chance that the planet might rebel. The higher the value and the lower the planet's moral, the more likely a rebellion will occur. When it does occur, the planet abandon's you and joins the other civ. You can do this to other civs, too. A heavily upgraded influence starbase works well, if placed near another civ's

4 Replies 6,643 Views

Economy bases are always useful for boosting production and trade. Military bases are great when you're on the defensive. *shrugs* I've always found starbases quite useful. There are actually some who feel that they're too powerful.

6 Replies 6,405 Views

Depends on the autopilot being used. If its the exploration or survey autopilot it'll select a new destination as soon as it reaches its current destination. If the autopilot was enabled simply by you setting a destination and it is the autopilot that makes the final move, any extra movement points are lost -- which makes sense, because it doesn't have anything to use those extra points for. EDIT: The manual is actually kinda. . . out of date. Alot of things were changed after it w

15 Replies 13,459 Views