Saguinius

Saguinius

Joined Member # 2351264
8 Posts 66 Replies 1,771 Reputation
Reply to Freighters in Economics

The income is quite noticeable, especially at lower tech levels and smaller galaxies. It may not be huge, but it can be deciding. Plus, trade influences relations as well.

2 Replies 14,313 Views

I'd love it, I was shocked that they didn't exist. And while the Yor would need food (whatever it is, they can't be perpetual motion machines), I agree that factories should provide pop increase. Farms should still set the cap, but factories produce more. Thus, you could crank out a whole lot of people if you knew you would need them for a war.

6 Replies 4,229 Views

Buy factories at the beginning to jump start the colonization race. 100% approval is nice, but will kill your economy very quickly at the beginning, keep a good approval so your people grow, but 100% is excessive. Market centers at the beginning will be your best friends, as well as an Economic capital, but research up to stock markets quickly.

13 Replies 9,109 Views

I agree with the spirit of the argument against cheese tactics, but I disagree with the one point fighter vs unarmed defenders. Except in cases where the AI doesn't initialize, I would consider that just good research and tactics. If you can get weapons before they can, then you're just better at research, and can take the fight to them well.

33 Replies 21,363 Views

Sounds good to me. Color issues would probably exist, but as it stands the major races have quite separate colors, so it wouldn't be too bad.

8 Replies 7,634 Views

UP isn't broken, trust me. While no mention is made of the production bonus in the screens, reports are that if you make note of production on all your planets before and after, you'll see the jump. Obviously, finding it in the screens would be nice, but you do get the bonus, and they certainly do rebel (it hurts...). And other UP bills also take affect, sometimes too much effect...

4 Replies 3,301 Views

Why is that being a loser? That's good sense. If you wait too long to bump it, it doesn't appear in recent posts, which more or less dooms it to obscurity. I'm afraid I can't help, but bear in mind your tax level, and any sort of morale enhancing goods you have as well.

16 Replies 13,204 Views

Sometimes, you just get screwed. Research basic logistics, this frees up the life support tech tree, and cram your ships full of life support modules, engines, and one colony module. Or, build starbases. Build a starbase (probably economic) at the max range a constructor can go, this will increase your range considerably. Continue doing this until you can reach the planets you want.

21 Replies 7,839 Views

Maxed out starbases in 100 turns, pshaw. Try ten for maxing out military starbases with all starbase techs, and maxed out one weapon and one defence tech. Haven't lost yet, worked up from one game on Cakewalk, up a level with each new game. Currently on Crippling, and looking like a win...

6 Replies 8,602 Views

Emperor Dano, people need to make sure that they actually press "default" for their character. Even if it's their only character, it still needs to be pressed, just go and edit your character. Weird, but true. Dark Revenant, I've experienced a problem similar to that (although only for two turns at most), but that was only before 1.1. I thought it had been fixed, but if not, post a bug report (don't forget the debugg.err).

10 Replies 5,144 Views

I've had a few taxes voted in, but I agree that it gets defeated often because of number differences. I like the idea of two stage voting, and hopefully that, with all the other UP modifications that have been asked for, will get implemented someday, probably in an expansion, though. Until then, still a great game, though.

5 Replies 5,710 Views

Sorry about the double post, it didn't look like it had gone through. Also, I notice that despite points being awarded for various aspects of the game from tech and military to society, nothing is awarded for diplomatic matters. Perhaps points for the number of successful diplomatic transactions, and more for transactions that favor you (i.e. if you have high diplomacy and manage to rob the AI blind, then you should get more points).

1 Replies 3,891 Views

Actually, only has to be friendly. I think that may be a recent change, as I thought it had to be close, but I did a double take on my last game when I realized that I had everyone at friendly, and I was able to get alliances with all of them.

6 Replies 2,106 Views

Ships generally don't stay at the same HP level. Experience increases the max hitpoints greatly, so the higher ones can be explained from that. Also, there's a trade good (Xanthium Hull plating, as I recall) which increases max hp. And, for reasons unknown, there are often hitpoint discrepancies. For instance, a total hp value for a fleet may read much higher than the actual value of the ships put together, but during a battle, it has the actual value. I'm not sure what you mean by "adverti

10 Replies 5,580 Views

I think it happens with all games. There has been discussion on the shrunken borders immediately after saves before, although I haven't heard of or seen the problem with shrinking right after a starbase is built.

10 Replies 5,144 Views

Two problems with the scoring. One, bigger maps are favored. My comp just can't handle the bigger maps (I have one big map score on there, but between turns took upwards of ten minutes, got really old), but that says nothing about my playing. I dropped down to a medium map for my second game, and my score plummeted. Second, a quick victory should count for much more than a slow one. Obviously time would be dependent on the size of the map, but time should be key. If I can pull off a diplom

1 Replies 3,891 Views

I've noticed that as well. However, if you look at the hit points in battle, then it will be the hit points that standard human addition would show.

8 Replies 5,897 Views

They had that in one of the Civ games, where new cities built a certain number of things (granary, mill, etc.) that all cities need, then prompted you for instructions like normal. It would be harder for GalCiv because of how the planets work though. I think that given how poorly the AI currently uses its tiles, I'd much rather manually control it.

10 Replies 8,443 Views

Okay, quit spamming the boards. When you invade, random numbers are generated based on your relative tech and soldiering levels. Reflexes are good things to have, but I tend to find that it always picks the numbers one switch after I click, so it's quite random.

10 Replies 6,237 Views
Reply to Warhammer 40K in Modding

Hey, back off a bit. Once he saw what battlefleet gothic was, he apologised, and asked for info about it, since he didn't know anything about it. Cut him some slack.

120 Replies 365,785 Views

But, you're forgetting another key aspect of having high population: War making ability. Especially with the toned down pop increase in 1.1, having a high population is critical if you want to be able to make effective war on other people, which makes it worthwhile.

22 Replies 10,210 Views