Kalin

Kalin

Joined Member # 2423659
17 Posts 971 Replies 10,700 Reputation

I've seen the Altarians and Humans switch to large ships a lot faster than most of the others. The Dregins though seems to like having frigates (mediums) to be their biggest hulls, as a result, they usually get creamed in the later game if they haven't grown huge by the time the battleships (large) start rolling off the shipyards. Personally I haven't seen any dreadnoughts (huge) being built by the AI, I usually win before they have the chance to, but

11 Replies 10,359 Views

If you choose "good", you get: 1. Some bonus dimplomacy (+10) from technology, 2. Citizens are less likely to defect (loyalty bonus), 3. Your 5 most populous planets have no maintenance cost... 4. You get increased diplomatic bonus and trade with other good civilization (no idea if this works or not). 5. Better defensive modules for your ships (with proper research), 6. 5% better HP (from Arnorian Battle Armor research).<

3 Replies 3,820 Views

this can actually be done in a roundabout way currently. edit the race files to give them a specific tech that starts a tech tree, then set that tech do require 100000 research or something to learn (tech victory is like 8000). Sprout your additional techs off that base part of the tree. Yes, but lik

7 Replies 7,551 Views

I'm no expert in marketing or distribution, but I'm thinking it has more to do with customer loyalty. That is, those of us who have already brought GalCiv 1 knows how good it is and have been expecting a sequel, or at least when they heard that a sequel was out, wanted to go get it. I think this alone should account for the major sales numbers. Obviously the marketing, great reviews, word of mouth, and the fact that its a great game really helps to get

42 Replies 66,044 Views

Ummm...I thought the hyperdrive made those wormhole simulators obsolete I'm sure they will come up with some 'creative' solutions... aka... dimentions. You could research "Dimentional Gateway" to access the other side, where evil Altarians are slaughtering the haplessly nice Drengins because their blood makes for a nice wine. Your s

26 Replies 29,205 Views

Actually, from my experience the reason it's overpowering is less because they are getting more taxes, and more because of their overwhelming influence very early. Basically it's goes like this: Torians with a ton of people = Lots of Torian influence Everyone else with less people = A lot less influence for everyone else. Lots of Torian influence + less influence from others = a lot of defections really early (culture conques

28 Replies 28,852 Views

Whoa... economy bases that will act like galatic resources? How does that happen? The only thing Economy Bases are good for is to boost production... don't get me wrong, that's great and all, but how does that compare to a +60% military miner or a +60% Economic Miner, or a +60% Morale Miner, or a... well, you get the point. Mining bases are extremely valuable, way more so than economy bases, now if you had said military bases... that might be different

4 Replies 4,334 Views

There are video capture/editing tools that you can be use to do what you ask, but I just don't see how someone would find it interesting to sit there and watch someone play an entire game when they could be playing themselves... lol. Then again, perhaps some really creative individual will find a way to turn the debug reports into something like this. I can see it happening, but I'd rather play the game than get to work on something like that.

4 Replies 4,284 Views

1) This is a campaign, they are "teamed" with you, and you can't blow them away, even if you really wanna. 2) There is no "trade" line of technology in the campaign, so there is no reason for his starbase to be there. 3) "Team", in my experience doesn't offer starbase benefits. I may be wrong, but I remember the Altarians getting slaughtered in the range of my Military bases all the time, so I'm thinking it doesn't. 4)

7 Replies 6,467 Views

Replace the beginning and ending '{' and '}' with ' '. Creativity +20%: {AbilityType}25{/AbilityType} {AbilityAmount}20{/AbilityAmount} Luck +25%: {AbilityType}23{/AbilityType} {AbilityAmount}25{/AbilityAmount} Loyalty... depends on how you want to implement it, as a trade goods that affect the entire empire +30%: {AbilityType}23{/AbilityType} {AbilityAmount}30{/AbilityAmount} as loyalty bonus only for the planet

1 Replies 3,798 Views

If I ever play something like this, it would just be for the range, that is, I'd set stars to few, and planets to few and technology to long. The only reason to do so would be to create that 'distance' factor, but I would probably only do it once or twice just for the sake of it. Realistically, it's just much more fun with everything close together and a lot of action going on at once. Conquering a massive galaxy like that would just be way too tedious

26 Replies 29,205 Views

The ease of trading was by far my favorite part of this game. It was just too frustrating to deal with other civs in Civilazation, but it was easy here. You could actually make fair trades. Oh well, I guess the "nerf the trading" crowd got what they wanted, it is too bad that they had to ruin what made the game great to me. <

148 Replies 171,673 Views

They did, they nerfed it from 20% growth to 3% growth. However, in doing so, they made growth bonuses tremendously overpowering. The Torians gets 30% growth bonus, and the Thalans gets 20% growth bonus, they are usually the main powers of most games. The only way to keep up with them is to get growth bonuses yourself. For those who wants to play a more fair game, simply mod those growths down, cut all the growth bonuses by 50% (Torians, Thal

28 Replies 28,852 Views

I always found that to be a bullshit argument on their part. There is no way adding in a network compent to exchange a set of turns could consume a third of their man power. Give any decent programer the source code and we could have a preliminary way to exchange orders done within a week and most of that time would be just

36 Replies 20,702 Views

This could easily create a rather unbalancing sort of system, but I could see some situations where it would be pretty nice to have as an option. Only if you intentionally make it unbalancing. I mean, I don't see how making Laser II replacing Laser would make things unbalanced. The only reason it would become that way would be that the modder a

7 Replies 7,551 Views

The FoW problem doesn't bother me much - sure we do know where the stars are, and I don't understand how you can know the number or type of planets without exploring ? With a handy little thing like the hubble telescope, and some guys who have too much time observing stars and their wobbing, we have b

33 Replies 22,673 Views

Either that or just start plopping down influence starbase all over his territory. You don't even have to upgrade them, but he'll hate you and declare war on you soon enough. Or if you're really desperate, switch government types to dictatorship, go to war, switch back.

3 Replies 5,559 Views

I have to agree that shoving 61 constructors into the military base makes things tedious, but I'm not sure if the proposed methods will help or throw the balance out of whack. The only things that I can think of would be really beneficial would be: 1. Better Starbase naming. Bases should be named for their purpose and location, like "Eco Miner 01-05 12,04", instead of "Mining Starbase 1012". I have to do this for all of my Starbases. The col

25 Replies 19,467 Views

1. No, you don't get to decide what is to be voted on, the events are randomly selected every time the UP meets. 2. This depends. If you mean for them to vote for you in certain events, then just make them really happy with you usually does it, unless they like someone else more. If you mean for them to vote the way you want them to (IE: the way you vote), then no, I don't think there's anyway for you to tell them to vote like you. Afterall,

25 Replies 14,677 Views

AI gangs up on player character. AI should attack 1-2 civs at once not 3-4. If there is an AI weaker than the player the AI should declare war on said weaker AI. (instead of just decalring war on the player just for being the player which is what it seems to do now.) I agree on alot of what the others have sa

65 Replies 52,900 Views

Personally, I believe there should be an added message to the beta warning. Before: "If you don't know what a beta is, don't try it." After: "If you don't know what a beta is, don't try it. If you do, but don't know enough to make a backup when trying a beta, then it's not our fault." With that said, the only way to get back the old version is a reinstall. The beta is a beta, it is unsupported. That mea

5 Replies 3,710 Views

Unfortunately, the stack movement feature is design to do this. The only way to do what you ask is to move the transports first, and then follow it with your attack ships. Either that, or design a specific class of ships (escorts) with the exact same movement as your transports. Besides, I don't think your fleets of attack ships will guard your fleets of transports in your example. An attack that targets your transports would still kill it and your att

5 Replies 8,962 Views

Patience! The posts do come up.... if not always where you expect and they do take a couple of mins sometimes! Actually, if you look at the dates, the posts are usually more than 3 days apart, I just couldn't find my post no matter how deep I dug, lol. I'm a little surprised you found it actually, I

4 Replies 8,640 Views

I second (or third, or is that fourth now? oh w/e) that highlighting affected tiles would be a much better idea than a circle. I know that in 1.0X, if any square is even partially within the circle of a starbase, it gets benefit. But apparently this has been changed in 1.1 based upon what people are saying. *I* however, have had no problems with this what so ever. With the new 4 starbase/sector limit, and none of the 3-space rule, it has been very simp

11 Replies 10,727 Views