WIllythemailboy

WIllythemailboy

Joined Member # 2424203
2 Posts 647 Replies 3,210 Reputation

[quote] For planets without starports, that simply means they can't BUILD ships, not that they can't offer logistical support to them. For underdeveloped planets, smaller ships could simply land to reprovision, and presumably larger ships would have shuttles or cargo lighters or something. For a current comparison, not every port has shipyards, but that doesn't mean they can't run a cargo terminal <IMG id=ImageResize_Image_4 src="smiles/Ew.gif" onload=ImageResizer.c

8 Replies 3,687 Views

[quote]I wonder if anyone who can have an impact reads this... [/quote] I'm going to hang a huge YES on that. Brad, the CEO of Stardock, is here quite frequently, as are many of the others working on the game. Quite a few ideas have been suggested on the boards and found their way into the game a few updates later - or are being worked into Twilight of the Arnor right now.

399 Replies 225,416 Views

Adding a prereq for a colony module would only insure that it was the first thing researched in almost any conceivable circumstances, or beginning tech points would be used to cover it. Unless you set up so that your PQ4 is the only other planet you will get, you NEED to be able to put out colonies as rapidly as possible. This idea would delay the colony rush for MAYBE 2 or 3 turns, unless you made the tech murderously expensive. For planets without starports, that simply means they can

8 Replies 3,687 Views

For number 4, is that happening consistently, or only in very specific situations? That happened all the time in all previous versions. If your planets happens to finish the last project the same turn you finish researching a new upgrade, the planet gives the "building nothing" flag, but starts the upgrade anyway.

22 Replies 11,370 Views

[quote] It's a way to stop them from getting destroyed I guess... With only one hit point, they are pretty much going to lose any conflict they are in. Really, I can't think of a legitimate reason to do this. Even the all engines one weapon colony killer is still going to knock these things out and always survive because of the one HP rule, barring very bad luck. If you guys see a TA game with armed miners, that should probably be sent in as well.

12 Replies 7,296 Views

It's one of the only rational responses to the all-engines-one-weapon colony killer. If I'm really in a tough spot I sometimes leave a single uncolonized planet deep in my territory to use as bait - it's a great way to absorb a comp's military production, assuming you are powerful enough to end the war afterward!

12 Replies 7,296 Views

It's not much, but if you focus planets, you can usually get a few points of production to finish off an important ship or social project (unfortunately doesn't seem to work on research). Very useful if something like your econ capitol was only a turn or two short of completion.

14 Replies 4,858 Views

Sounds unnecessary and overly complicated IMO. If you're going to go around checking each ship individually, why not simply upgrade them individually? I would, however, love to see an "upgrade all ships of this class in this fleet" checkbox. Kind of a halfway option between the current system and what you asked for.

10 Replies 8,906 Views

Do you check your espionage tab much? Occasionally, I will open my tab, see an enemy spy on one of my planets, and kill it, only to have the warning pop up on the next turn. It's entirely possible you are getting warnings for spies that are no longer there.

2 Replies 3,019 Views

[quote]Heck I can't even get that far! I spend ages trying to put my weekly income in the black but nothing works, and if I wait too long then the enemies are too well developed to even touch, and they don't want to make peace. And this is on Cakewalk!? How the heck do I win? Nothing is working... [/quote] Basically, don't try to balance your budget. Build several fast survey ships to collect anomalies, then you can crush the opposition before you run out of money. Alliance vic

7 Replies 5,710 Views

Not true. Evil races still have to pay the initial cost of building the starbase, they just don't have to pay for the individual upgrades (200 bc for battle stations, etc).

6 Replies 4,566 Views

[quote]I just have to wonder... The release notes of the beta, as well as several dev posts on that matter clearly stated that there would be no Terror Stars in this version yet. Why does everybody still try to build them? [/quote] Hopeless optimism? They see the tech and think maybe what they read in the forums (assuming they read anything) was wrong or out of date?

13 Replies 12,156 Views

This should be the list of currently-known bugs: [link="https://forums.galciv2.com/?forumid=421&aid=166601#1350034"]WWW Link[/link] And this one is the issues that have been addressed (but may not be in the current beta yet) [link="https://forums.galciv2.com/?forumid=421&aid=166600#1349965"]WWW Link[/link]

8 Replies 4,752 Views

[quote] so far I have seen them jump out of range, so in effect they become suicide missions as they cant move after the jump Ships out of range can move, they automatically plot a course to the nearest in range space. You won't be able to control them until they get back in range, though. [/quote] Not entirely true. You can retarget ships out of range to anywhere that is in range. The ship that jumps out of range will automatically take t

6 Replies 2,513 Views

[quote]CodeCritter mentioned this in another thread: If the ship is in a fleet, the best FSE module in the fleet becomes the active FSE ship. The movement points for this ship are ignored when calculating the fleet speed. So, the fleet's moves will be based off of the ship with the least moves in the fleet (not counting the active FSE ship) plus the FSE bonus. Now, whether this changes how I design my command ships or not, I dunno. But, having to

16 Replies 8,167 Views

Occasionally, just selling planetary invasion tech to a minor will get them to invade a few planets. I once had the Arceans surrender to a minor civ in DL. Half way through my next war, the Altarians did as well. The Snathi ended up being the largest power BY FAR, so I have the dubious distinction of winning a conquest victory with my military ranked second One of the many reasons I now play with surrenders disabled.

16 Replies 7,936 Views

Not a developer - I can SOMETIMES program a VCR - but this is a randomization issue, not really a bug. Somewhere in the program there's a range of values each variable can take, and numbers are randomly generated based on this. I've seen this happen plenty of times, but neutral will never be HIGHER than evil (not just on this event, it happens on all of them).

1 Replies 1,793 Views

[quote]I usually go with Industrialist. Getting things built faster just helps out all around. But mostly i figue that its cheaper point-wise to pick Industrialist and then go with the 30% ecoononics. If i use Federalist, i'll then need to boost BOTH social and military production costly me about twice as many ability points. Anyone agree? I just cant help myself from trying to get bonuses in multiple areas rather than stacking like crazy. So i use Industrialist, get the 30% economic ab

15 Replies 5,801 Views

[quote] However, a Research Coordination Center, Technological Capital or Omega Research Center will not benefit from Research Bonus tiles since they don't give base value output, and instead are mere magnifiers . Same with all Powerplants and the Manufacturing Capital. The Artificial Slave Center, Restaurant of Eternity and all Trade Goods remain unaffecting by special tiles since they give multiplicative galaxy-wide civilization bonuses and not base output. <

27 Replies 19,442 Views

Very simple. Start a Metaverse game, play it to completion. If you win said game and post it, it will tally as a Win. If you ride it down in flames, keeping the alien hordes at bay as long as possible until you finally get overrun, you can post the score anyway and it will be a Loss. It is possible to get a respectable score and still lose. Metaverse rankings are based on aggregate score (loosely, there's a topic explaining scoring somewhere, I assume), so even a loss can boost your ran

1 Replies 2,442 Views

[quote]Well, this sounds great assuming the AI surrenders to YOU. How will it be when the AI surrenders to another AI? And it would be too destabilizing as FireBender said. Imaging plaing with 9 opponets and eventually having like all the bouses of six or eight of them. Even after 3 i would think that you'd be virtually unbeatable. Even more so then you usually are with all the additional captial buildings. I do think thet the tresury should not disappear altogether. [/quote]<b

10 Replies 5,912 Views

The 30 second overview: 1) On title screen, click "Metaverse" 2) Sign in, create a character if necessary. 3) Start a game. Just like a normal sandbox game, but you can't use mods. 4) At the end of the game, you will be given the option to post the score to the Metaverse. If you didn't play the game entirely in one session, you will need to sign in again to post the score. That's the quick version. I think there's a more elaborate version in one of th

1 Replies 2,525 Views