The engines do not give you any extra range, the improve your speed (number of squares you can move per turn). The life support modules increase your range (max number of squares you can be from nearest base). the range technologies also give a % increase in range that is applied to the base range of a ship, the base range depends on the life support modules you put on the ship.
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I think some of the AI algorithms run while you are making your turn, so even when you leave it on the map and you are not doing anything, the AI is still 'thinking' about its next move...
The AI designs custom ships every game, so you will be attacked by different ships every game depending on what type of weapons you/others have researched etc.
"I may look like I have no arms, but the terran alliance have a long reach!" -alan bradley or some such thing. my favourite galciv quote
yes, the basic reason for this is that most of the damage you are doing ends up 'wasted' as overkill. the results you were getting, as the others said, sound just about right. I guess you could argue that overkill shouldnt be wasted - but thats a different debate. For me personally, it makes a fair bit of sense - no matter how big a gun you aim at a small fighter, you can only kill it once! you could try to make it more reallistic by taking number of guns and the direction they're fac
i'm 25, it is nice to see such a mix
wow, long post! I have found 1.2 a huge improvement too, I have only managed to play 1 game so far, but I got absolutely MURDERED , which is something i have not been used to! I think the main reason is the planetary improvement fix. you have some good points, in particular the lack of seriou
i agree - great work! and if the coffee bean industry needs to thank the devs, pretty much every other industry must be annoyed by the lost production from zombified workers who have been playing galciv all night!
yeah i have to agree, it may not be a bug but it would be nice if it were tweaked - it is a little counter-intuitive...
I agree that some sort of system for upgrading starbases would be great. I would be happy to see either the OP idea or the idea linked to in #4 implemented. In my opinion the check boxes would work the best, as the upgrade needs for individual starbases (even of the same type) can be very different, for example a mining starbase near a border might want weapons/defense and mining upgrades; one deep in your own territory would only need mining upgrades. a bunch of check boxe
I think theres some sort of random event thet can do this - i've never had it myself, so i cant speak from experience, but i've read it elsewhere in the forums. some thing about a precursor device... anyway, maybe this was it, and hopefully someone who has had this event can elaborate? perhaps the window informing about the event did not appear for some reason, but the event happened anyway.
encountered a very strange bug here. I was in the process of being mopped up by the drengin (congrats on the patch by the way, i used to be able to win most of the time on the highest levels, but no more!) and was down to my last planet. for some reason, despite having many troop ships next to said (undefended) planet, they refused to invade and finish me off. I pressed 'turn' a few times, a few ships move about but still no invasion. the turns seemed to be taking much much longer tha
i have found that if an autoexplore ship is killed, the area aroud it is forever free of teh fog of war, as if the ship were still there. i seem to remember it used to do this in other circumstances to do with gifted ships, cant remeber exactly, but in this case there was definitely no gifted ship involved.
I would recommend downloading the beta, or wait for the official 1.2 in a week or so. The game is much harder, before this patch I could win most of the time on suicidal, but now I have just got absolutely smashed on the level below after the patch I try not to use 'exploits', so I cant say whether the improvement will be enough to beat you if you use them though - as moiiska said - ban
hehee, heres some more crazy ideas into the mix Also you could have buildings which post racial incentives on a planet to draw a particular race to it. This would work particularly well if the racial bonuses were significant... i.e. I want my economic planets to have T
Hi! I'm not sure people are saying the AI is not good enough - it is very good in comparison to similar games, so its not that it has to be patched (ok there are a few people who think this but I think not the majority). its more like the AI is good, but (naturally) can still be improved, and many people bought it for the AI and would value an AI expansion which (possibly as an option at the expense of speed) further improves the AI as opposed to an expansion which adds onl
could be fun but it would have to be done in such a way that there is no need/temptation to start ferrying people all over the place - the micromanagement would be too painful. The migration idea is nice - it would mean that there was no sudden 'flip' and large influence (but not enough to be 4X) would still have an effect.
I would also highly recommend this game. The game offers a huge amout of flexibility to a player, such as complete freedom to highly focus on parts of the tech tree, design ships which can move nearly a 1/4 of an entire large map in a turn, build any number of any improvement on a planet (within space limits), the ability to shift your focus to any extreme on one type of production, and i could go on. this makes for a really fun game, however it also makes designing a good
No, you always have the effect. anyone who buys it of you will have the effect too. by the way, what does iirc mean? i see it often and cant figure it out - im sure its something blindingly obvious
Hi, The things that have been changed in the patch are in this link: Link Beta versions are pre-official-release versions of a patch which often have a few bugs - the main point of them is so that players who want to can download it both to get an early look at the patch and to help the developers catch any bugs it might introduce so they can fix it before the final, official version. <b
galciv needs directX 9.0c - there are previous 9.0 versions that wont work - check if you have 9.0c, maybe thats why it wants u to upgrade
good luck to the straykats! theyre going to find a hard galaxy out there... that was a fun read... are the straykats good? they sound nice but you never know what lurks beneath the exterior...
ha, i like hitchhikers guide too cant remember the translation tho theres lots of UI tweaks coming up in 1.2 - this might well be one of them. we'll have to wait and see!
yes, whilever diplomatic victory is enabled you can never get a military or influence victory whilever you are allied with someone as the diplomatic victory will kick in first. I guess the next step is the technological victory, you can still get this one without eventually having to got to war. you could also win a tech victory while allied to someone if this is a large part of your strategy. btw - if the ai players are offering you gifts of money, you must have a pretty b
They are not too expensive IMO. I often use them. there is one point I think has been missed, in that the most of the combat simulator results are for ships of the same size battling it out (i think). in this case, defence doesnt work out (even with simultaneous firing), as the simulation results show. however, consider one large ship against many smaller ones, with similar overall cost for each side. in this case, you spend much more time defending then you do attacking (you hav