All of the above are basically true. PQ4's can only grow to 2.5B on their own, PQ5's will grow to 4.4B (read the wiki article about pop). There is really not enough pop to generate decent taxes nor enough space to place enough economic building to make them economically worthwhile. The best thing to do with them is make them research planets but that's for later in the game as well. Yes, you can put 3 factories and a spaceport on a PQ5, particularily if it has some manufacturing bonus, but again
Mumblefratz
@Mumblefratz, lol! The version I heard involved a freshman girl from Atlanta and ended with "Ok; so where are y'all from, b*tch?" That works as well, but I graduated from MIT and there was nothing we liked better than to make fun of Harvies.
Actually, we're getting far from the OP's topic here. I want to check out whether or not multiple weapon icons light up during the same round. I'll open up a new post about multiple vs single weapons type ships with the results. Or if someone else wants to open one up I'll respond there with what I find out. [edit] kryo may be able to split the posts about single vs. multiple weapons types off into a new thread. If so then we could keep the train of thought that started this. If not
Manchester, home to the best football team ever, Manchester United, England. I think I've seen them on TV, but don't they wear shorts and play soccer? (Just joking)
Busselton, Australia (The best country) Certainly has the most holidays
ships seem to do better for me when they have everything put into one weapon type, especially when the selection is based on some intelligence Clearly, having all weapons in a category for which your opponent has no defense is best. But in v1.31 I'm seeing more AI ships using multipile defenses than I did in v1.2. I'm also seeing less duplication of w
Your video driver is ancient but that's not your only problem. You can check to see if there's a later version but I doubt there's one that supports DirectX 9.0c. I see you do have DirectX 9.0c installed but that doesn't mean the video card supports it. I had to buy a video card myself in order to play the game. I bought a BFG GeForce 5500. This is a pretty low end card but it was the only one I could find that supports the game and fits in a standard PCI slot. It's about $50 now with r
From a place where we don't end a sentence with a preposition! So a freshman from Texas encounters an upperclassman walking across Harvard Yard. The freshman says “Excuse me, can you tell me where Harvard Square is at”. The upperclassman replies “at Harvard we don’t end our sentences in prepositions”. So the freshman replies “OK. Can you tell me wher
http://www.evilbill.org.uk/wierd1.jpg Does that say GalCiv2 v1.0? Current rev is v1.31.
Post your debug.err from your game directory. Just copy and paste it into your reply. You also might take a look at the sticky. WWW Link
The same components take up more space on a large hull than a small hull Miniaturization *is* fixed in v1.31. Components do take up more space on a larger hull than they do on a smaller hull. They're supposed to, that's what the sizemod parameter is for. The bug was that you could increase your miniaturization and have the same component become larger
each type is a separate roll against the enemy defenses, then all rolls for that ship are combined into one Then this should be advantageous because more rolls would tend to average out and avoid the especially unlucky (and especially lucky) round. Also this would be useful against multiple opponents since one may have one defense and the other a diff
Concord, MA where we're still mad at the people in Lexington, MA because they didn't fire a shot and ran away at the start of the Revolutionary War on April 19th, 1775.
Monc34, a question. I see you have all three weapon types on your ship. How does this work when attacking? Do you get all three types firing at the same time each volley? If so do you get the sum of the different attack types all on one target or do you get to target a different ship with each different weapon type? I haven't tried this in quite a while but IIRC only one of the weapons types would fire in any one round and the weapon types would alternate from one round to the
I started a game around the first week of september that was my first GIGANTIC Galaxy game ever, since I never wanted to play for a long time, but then I thought to myself, no matter Ill beat it whithin a week, boy was I wrong... Good story, thanks for the write up. I play gigantic suicidal abundant all games pretty much exclusivly. They us
pick a point on the map and zoom in all the way This works quite well for me. I play on gigantic maps, but I really only have to do this when I have a lot (I mean literally hundreds) of ships moving on autopilot at the same time. If zooming in so that moving ships are not in the display dramatically speeds up your turn, then your problem is
Reach for the Stars (I still have it, I could play it if I had a Hercules or CGA graphics card) Ultima II, III, IV Deathlord Civilization Spaceward Ho Axis and Allies
Its all about the economics. I 2nd that. Add "morale is money" to that and you have at least 50% of the game. Size of galaxy, number of habitable planets, number of mining resources, number of opponents, difficulty level and playing style (did I leave anything out) make a tremendous difference in whether a particular strategy is successful. W
Actually there is a way to make this easier. Right now you can't place any component that exceeds the available space on the hull. I've often found this a bit annoying and unnecessary. Why not allow the user to place components as desired, even if the hull capacity is temporarily exceeded. Of course you would need to get the space utilized down to what the hull supports before you could save, but I think this would streamline ship design in general. You could add that fourth engine and
We are considering making a multiplayer expansion pack though, if Dark Avatar sells well. Count me in for one Dark Avatar please. Actually, I'm buying it regardless, but that's just one more motivation.
I think people are missing the point. Instead of looking for a way around what astat wants to do, he is looking for a game interface that supports what he wants to do. The problem is, as I think has already been mentioned in some form or other, is that it's not real practical. He askes for: <TABLE cellpadding=8 width="95%" align=center bgCol
A Propaganda Center on the planet increases the resistance to foreign influence (never tried this myself). The Re-Education Center will prevent a planet from ever flipping, but it's a super project so they can only have one of these. Also I think that a high Loyalty racial ability (Yor 100%, Thalan 40%) helps prevent flipping. But sometimes it just does seem forever for them to flip for none of the above reasons. With an influence ratio above 4 there's some chance of the planet flipping
is there at least an option now to update obsolete components in a slightly easier way? when the main part of your game time consists of manually upgrading stuff, it's sucking out the pleasure for me. I never played v1.1 but your description sounds pretty much how it's done. The question I have is why do you upgrade so often? I generally don't upgrad
However Manufactoring centers build cost is less in 1.31 ( 150 ) vs 1.2 ( 200 ) so the upgrade cost from manufactoring centers to industrial centers went up. Also manufactoring centers maintenance cost went down to 3bc from 4 bc in 1.2. That explains it. Manufacturing Centers got relatively much better. You tend not to complain about the good things t
As you build each one your production goes up, so the next one will take less time to build. So it may only take 50-60 weeks to complete all of them. Yeah. I know. I just didn't want to do the math. I am also quite behind in both military ships and technology so I don't want to increase my social spending. I'm getting reasonable production out of my m