Yellow Sign

Yellow Sign

Joined Member # 660087
0 Posts 8 Replies 199 Reputation

Yeah, some good suggestions here. 'Launch All'-button on planets and scrolling via arrow keys are the things I've been longing for, too, so: Yes please! Plus, somehow make more transparent what's going on with customization of the default races - right now, I'm quite confused about which abilities suddenly vanish when I change something and which don't. Plus, make some auto-reset or

894 Replies 380,400 Views

Man, now I know what I missed since GalCiv1! A game with SUPPORT. I guess because of the changes, savegames from 1.00 won't work with 1.01. When I finish my 1.00 game I juts started during the weekend before I update, will I still be able to submit it to the Metaverse?

50 Replies 83,625 Views

These points are all true and valid, but... I think it isn't that easy to find a solution. One thing you're not considering, Dearmad, is that you are speaking about his military value [i]compared to yours[/i]. Roc, Sissor, Papers... what I am trying to say is: Imagine three civs A, B and C which all have a military rating of 100, but because of the different approaches (ship sizes, logistics, weapons, shields...) A could beat B, B could

16 Replies 15,776 Views

4 beam vs 4 shields: attack roll (4): 4 3 2 1 0 attack roll (3): 3 2 1 0 0 attack roll (2): 2 1 0 0 0 attack roll (1): 1 0 0 0 0 attack roll (0): 0 0 0 0 0 -->average: 20/25 = 0.8 2 beam& 2 mass vs 4 shields: (a) beam attack - shields attack roll (2): 2 1 0 0 0 attack roll (1): 1 0 0 0 0 attack roll (0): 0 0 0 0 0 -->average: 4/15 = 0.2666

34 Replies 20,379 Views

4 beam vs 4 shields: attack roll (4): 4 3 2 1 0 attack roll (3): 3 2 1 0 0 attack roll (2): 2 1 0 0 0 attack roll (1): 1 0 0 0 0 -->average: 20/20 = 1 2 beam& 2 mass vs 4 shields: (a) beam attack - shields attack roll (2): 2 1 0 0 0 attack roll (1): 1 0 0 0 0 -->average: 4/10 = 0.4 (b) mass attack - shields only protect with square root, which i

34 Replies 20,379 Views

I guess I need to play with a huge galaxy and few stars so the distances between planets makes colonization take a bit longer. My favourite style of playing. Yeah, it's quite different in this regard than Civ

15 Replies 12,320 Views

Same thing happened to me. I didn't finish the game in one session - saved an reloaded the other day. Could this have messed things up? When loading a Metaverse game, do I have to log in again? Not quite sure if I did everything right, I'll keep a closer eye on it with my next game and will give you more detailed information in case it should happen again.

346 Replies 756,846 Views

Some further tips... 1) During the initial colonization race, I always keep the spending on 100% military to build colony ships and constructors as fast as possible. I usually wait until I hav 3-6 colony ships and 2-4 constructors (depending on map size) before spending any money on research or planet improvements. 2) Tech Trade! Tech Trade! Tech Trade! I can't say this often enough!

15 Replies 12,320 Views

Na, I don't think that introducing another variable like energy consumption would be a could idea - would make stuff to complicated, and then you'd need to balance it and make the AI understand it... just keep it simple and make a cap on sensor range somehow.

6 Replies 9,736 Views

Well, it's hard to know what you're doing wrong without knowing what you're doing. What did you build? (ships, improvements) How did you set your tax and spending sliders?

15 Replies 12,320 Views

1) a) A new-built starbase has no special modules and systemes installed - you can upgrade it with further constructors. Just send a constructor to an existing starbase and the game will present you a list of possible upgrades. b) Economic and influence bases work right away, but only give a very small bonus. To make them truly effective, you have to install a couple of updates, see a). 2) Influencer Starbases, see 1). No other way

15 Replies 20,020 Views

Yeah, I've been doing similiar stuff - I agree that there should be a limit - either on the number of sensors you can put on one ship, or on the maximal sensor range a ship can have. When one ship can see the whole map, the whole concept of sensors looses it's meaning.

6 Replies 9,736 Views

Ufff. Just finished my first game - lost it, damned Torians - but wow, what a game that was. Never enjoyed loosing so much! You know, when playing GalCiv1 I used to be quite cool and detached... but with GalCiv2, I get much more emotionally involved, because everything feels much more epic and personal , primary because of the ship design feature (yeah, I'm one of those guys who sp

6 Replies 7,044 Views

1) Yep. 2) Inluence Starbase obviously wouldn't be of to much use since there is nothing to influence. Military and economic could both be useful: Military when fights may happen later in this sector, economic when traderouts may run through it. If neither is the case, it doesn't really matter. 3.) Might make your people wary of your government and ultimatly consider defecting to the other empire if their influence is gretaer t

13 Replies 15,434 Views