Do you want us to report errors? Like the description for option list's "Active Gov. Ignores GNN". - Nobody
IBNobody
You can... There's a text file called STARS.LST with all the star names. Unfortunatly, a soon-to-be-toasted bug prevents all the names from being used. - Nobody
Was the AI constructor flying by the resource, or was it stationary for multiple turns? The AI frequently flies by resources, but that's because the constructor is enroute to another resource. - Nobody
I've looked inside the FOW file, and it contained repeating byte patterns. From this, I guessed that the file corrisponded to a map of some sort. I decided to try and see what would happen if I transplanted the file, and when I did, I had remarkable results. Three things I found... 1. FOW file sizes for a given map remain constant. 2. Using the wrong size of FOW template for the map you're currently playing causes a crash. 3. Removing the FOW lets all races contact you at on
The AI isn't required to explore uncharted sectors. It knows where every resource, anomaly, and class 15+ planet is located. This was explained in the Backstory. Well...Backstory Smackstory...Cheating is cheating, and if you can't beat 'em, join em! Here's how to remove the FOG OF WAR in your games. It WILL NOT show you every enemy ship - it will just remove the dark FOW and let you see the layout of your galaxy. Basically...You can copy the file FOW.GALAXY between gam
Aw heck...Darn fonts... - Nobody
Routes that don't stay in the same sector row or column require more starbases. Rough drawing...The squares are sectors...The periods and the stars are the routes that a mini trade ship would fly. +--------+--------+--------+ | | | | | P1..................P2 | | | ****** | | | ** | | +--------+-**-----+--------+ | ** | | | ** | | | | P3* | |
I figured out my problem - I was playing as a 1.00 player in a 1.03 world. I wasn't focusing on social structures for my base industry. I was using Starbases. - Nobody
Your wife plays GalCiv? I'll worship you, now. - Nobody
Well, like others here, I'm getting a crash whenever I try to load my autosave or previous autosave for the current game I'm playing. If you would like a copy of my saves, let me know. - Nobody
About starbase stacking... I usually keep one max production starbase per sector (as of V1.02), but I may build more if I want to increase... 1. Trade 2. Influence 3. Ship Attack/Defense/Speed In the beginning, production starbases aren't worth the effort to construct. They cost 5 BC a turn and require an initial 200 BC investment (the cost of a constructor) plus 200 BC per module. The first few production module are woefully overpriced. 400 BC plus 5
Trade-good trading doesn't help me as much, though. It still means that I have to suck up to the AI in order to get ahead. How exactly does the AI get ahead of me in the first place? - Nobody
I've played countless games in smaller galaxies, and I keep seeing the same star names over and over. Is it just me, or does the game pull the names of stars from the STARS.LST file in a linear fashion? I NEVER see anything farther down the list. - Nobody
Most of my games up until this point have been culture-based victories in a small-to-large size galaxy. I first expand my empire as far as I can by maximizing spending and employing an 80%/0%/20% spending ratio. (My research and social spending get increased at some point, so I'm operating at something like 50%/20%/30%.) I rarely purchase anything except wonders (Galactic Stock Exchange), trade goods (Diplomatic Translators), or constructors (to claim resources). I build freighters and
In real life, the "Galactic Rulers" are too stupid to understand anything other than simple approximations. ::whistles:: - Nobody
My opinion is that you should keep some of the ship walling tactics but get rid of others. Surrounding planets, colonies, or resources to prevent your enemy from getting to them is a good strategy. It adds to the VERY LIMITED amount of tactics involved in the game. It's also balanced. While the AI can't do it to us, they make up for it by being able to see all stars and resources from the get-go. Surrounding an enemy planet so they can't launch their ships, though...That should
Scouts, even at 1 BC a turn, are still the bread-and-butter of my cheese sandwich. Wall of Scouts (WoS) - Surround something with scouts. WoS a resource to keep enemy constructors at bay. WoS an enemy starbase to block any upgrades. WoS a minor race to protect them from the Drengin. WoS a major race to keep them from launching ships from orbit. (It still works in v3!) Sure, you pay 8 BC a year for a complete WoS (or less if you want a moving
Well, I guess they made it so that if you have missing/dummy Colony_Leaving.bik, sf_intro.bik, and Intro.bik files, the game crashes to the desktop. Before, you could eliminate them and have the game work perfectly. Pity...I hate having to click through all those damn animations. - Nobody
Grr...It dropped my full title: "Suggestion: Metaverse Sub-Classes"
Judging from some of the responses in my "Complaint" thread, I guess I wasn't alone in my preference to small maps. Many of the posters in that thread said that they loved playing small or medium galaxies, but this ruled out any competition in the Metaverse. A small map victory doesn't count as much as a gigantic map. Here's a suggestion: Create new metaverse sub-classifications such as "Small", "Medium", and "Large". Every score submitted will add to the over
Vorlin, I apologize if my message was unclear. I'm not saying anything about being limited to a given playstyle. You can play GalCiv in a number of ways, from trader, to diplomat, to warmonger, to culturist. Or you can mix things up and play all strategies at once. The game has quite a bit of depth. I'm not asking for this to be changed. Instead, I want a few tech items that alter my general strategy as I play the game. Wouldn't you like to see something like this too? <b
Yin, I don't play larger maps because of the UI problems. Starbase management (2 bases per sector) is bad enough at Medium, and the ship movement animations kill my free time. --- Bonkku, I'm not asking for more depth. I'm asking for more width. More variation. When I build a building, I want to feel like I'm building up more than just a stat. And when I build a wonder, I want my foes to tremble. I don't have that now, but that's what I'm asking for.<
I think GalCiv is a real gem, and I'm VERY glad I bought it. It has the best AI I've ever had the pleasure of facing. But... Like others have mentioned, I'm starting to get burned out of the game after 4 weeks. I've always had trouble finishing my games before I lose interest (I've only submitted 3 to the metaverse), and I've found it impossible to play anything larger than a medium sized galaxy. While this has something to do with my UI complaints (moving ships, building/maintaining st
>I've spent about 20 hours playing the UI of Galactic Civilizations, and have come to the conclusion that the UI has beat me--it has successfully kept me from playing the game underneath it. You make the game sound like it's MoO 3. :P It's not that bad, but it's not as good as it could be. I agree with 99% of what you've said. *** Cannot see trade routes on mini-map, or main map. --- You can't even see the values of the trade routes that other empires est
Aside from the bug fixes and AI tweaks, do you feel that the GalCiv updates generally tend to take away more from the player rather than contribute new features? Would you rather see balance improvements (i.e. seeing things nerfed), or would you rather see new features that make the game more user-friendly (i.e. autolaunch ships)? - Nobody