Hi I have heard about an invisible ship bug, i thought it related to player ships. However i have been noticing AI ships vanishing and then re - apearing the next turn to attack my stuff. I thought they were just quick or somthing. but then i caught one in the act -battleship got past my defences and destroyed one of my starbases. I looked around and it wasn't there! So i thought it must have disbanded itself. Next turn it re-appeared right where i had expected it to b
Mystikmind
Welcome to the world of Galciv! For example, i am only here and able to reply to this post because the game crashed again. No problem, i keep 3 saves and rotate between them. So when the game does its trick of crashing when you try to save a game... i can reload an earlier one.
yeah, ive seen a couple of rebelions against evil races a couple times actually... only a few planets at a time though. nothing major That sounds good. In Galciv 1, i was pretty much assured of loosing all my best planets if i played evil. Which kinda ticked me off since the AI hardly ever had it happen to them.
Battlestar Galactica is brilliant... just one thing bothers me tho... there is a bit of a 'puppet masters' thing going on. It would be better if battlestar galactica was a genuine survivor on it's own merrit and not just some play thing of the scilons like it is now.
It is true that most games when upgraded, will have compatability issues with old saved games/data. Although it would be nice to be able to keep old designs, i think that given a choice, i would choose the upgrade over old ship designs. but then again, i am not one of those people who have spent days or even weeks building mad ship designs! For them, this would be very bad.
Nice that it's been fixed. I must say that i was quite amused to hear of this bug. I can imagine in my mind American spies in Iraq deciding to destroy American assets there after they invaded! I think because it is such a rediculous concept, that's what makes it so funny.
Pirates go where they want, and deal with everyone that has a black market. So their range would be the entire galaxy. A very good point. except that as far as i know, all races are hostile towards pirates. Have you ever tried trading with a race that you are at war with? your freighter cannot enter orbit! So even if their was a black
Also, with higher populations you need moral buildings to keep your people happy. Seems as though a second or third moral building has much less effect (as a percentage of population) as the first one. Meaning more than one moral building reduces efficient use of your planet squares? <TABLE cellpadding=8 width="95%" align=center bgColor=
Remember that farms are at least as important as stock markets, as they increase your taxable population it seems as though two farms is the maximum (from an efficiency point of view), any more and the moral factor starts getting pretty horrific. One farm is probably the best efficiency - but i use two farms just incase i stuff up
How do you figure that one? What gave me this idea is the concept of 'range'. Your ships cannot fly too far from your nearest planet or starbase. That is an in game rule, so naturally it is logical to apply it to everything else in the game. It makes no sense that you can have pirates flying around in space that have nowhare to ever dock and sell
What I usually do for an 'invulnerability ship' is have a kind of 60/20/20 split in defense, with the 60 being the weapon the AI is currently relying on. Other splits would work too, but make sure you at least have some defense points in each category. Very wise. not sure it would work in my case tho because i am under attack from 2 enemies.
Stringing trade SBs along the entire trade route is an expensive endeavor. Watch you route income per ship. I will set up several trade bases near my economy planet and reaching out 2-3 sectors. Once the trade ship is no longer in range of those SBs, destroy it and re-create the route. This maximizes your trade income, and keeps those trade ships in your sphere of influenc
it always gives me a warm fuzzy feeling when i see an annoying problem solved and fixed. Perhaps the universe is not such a cold harsh place afterall!
This is the advantage that tips the scale in favor of the player's huge ships. If you can't hit me, you can't hurt me. This applies to any size and strength of ship the AI can throw at you. Swarms of tiny hulls, or a few dreadnoughts, the outcome is the same; the only difference being the length of time it will take to destroy them all. (Thanks G
I only have 3 fleets. Just enough to defend my starbases. I am only just able to build enough ships to keep them going, although that will change since my production is too high and money is looking yelow. I have well over 30 trade starbases along my trade route but it seems to be inadequate. Money is probably going to
This is my current strategy too. It is a little frustrating in the sense that every little piece of crap lone ship that attacks my fleet, takes one of my tiny ships down with it. It is quite a drag on my recourses going one for one against the Ai like that. It is actually better for me that i am attacked by fleets rather than lone ships.... quit
Terror stars are very cool units. I used to use them to help the AI become stronger! stronger you say??? Yes because they enabled me to retread back to one or two star systems, dramatically increasing production there so i could then sell off all my other planets to whoever i wanted to make strong.
There are always going to be people who say "check the stickies". They remind me of the crappy software companies that won't support their products and leave you with a lame FAQ website and no email address. We are not working for stingy software companies, we should be ashamed to even consider upholding their ideals of shut up and go help yourself.
That's about what i have thought is going on. Thanks for the info, most helpful. At the moment i am fighting 2 very powerful AI's. They tend to send large powerful fleets. From what you say, i am much better off sticking with tiny ships. Yea i picked up on the trick of using large hulled ships with the same weapons outfit as used o
What is a good combination of ships to use in a fleet when all players have maximum weapons? Usually i only use 'tiny' class ships in order to limit the damage possible from powerful enemy weapons. When i experiment an use larger ships, they seem to die too easily to justify their cost(even with shielding)? Since large ships need to be researched before you can build them, isn't it reasonable that there should be some advantage to them?
I would say that there is not enough factors involved in alignment to seriously challenge a player with regards to his descision on which way to go. The only thing that makes me stop and think is the possibility of rebelion when i'm evil. I'm not sure this is still a factor anymore though since upgrading to galciv 2, i havn't seen anyone rebel against evil races as yet?
Thats great, thanks. Strange that i havn't noticed it before? I thought the only option available is 'obselete'. Silly me
Ah ok so i can go off and invade people, and there is no reason for me to try to get better logistics first.... hehehe almost a cheat bug??
I didn't force anyone to pick on my post, neither did i start the thread, i just posted my opinion that i am suprised the topic is of interest due to how pathetic starbase defences are, that is why i made the post. Spelling??? who cares about spelling hahaha sounds like you need to lighten up and get a life.
So i have been playing galciv 2 for some time now. In that time what interesting things have i learnt? When your hard pressed by strong opponents... tiny ships are the way to go. Starship defences are not economically viable verses firepower. Good for manipulating which of your ships get fired upon first tho. Starbase defences are good for a while, but in the end the technology fails to keep up with weaponry. Best not to bother at all. never use espio