ben_sphynx

ben_sphynx

Joined Last seen Member # 2387688
8 Posts 79 Replies 9,570 Reputation

Quadruples the military rating of a given ship in orbit (If you have a ship rated at 10, it'll be rated 50) That would be Quintuples, with your example (50 = 5 *10). If it is Quadruple, it would make them look 4 times as good.

15 Replies 9,155 Views

http://www.the-battlefield.com/index.php?page=reviewgalciv2&setlk=en Result: Summarizing this review i am really happy about GalCiv2, its worth to be a sequel ! Just the missing multiplayer part and the automated fights could be improved but the high replay value make this game a SILVER MEDAL awarded Title! Well done! Graphics : 81% Sounds : 82% Motivation : 89% Multiplay : -% TOTAL 84%

0 Replies 2,931 Views

I dont think it is just the campeigns, either; I got some inapropriate messages about haveing attacked and made peace before ever having gone to war against someone, while playing in sandbox mode.

5 Replies 5,252 Views

So, if you have any sort of defence, you get all the addative starbase defensive bonuses. And if you have any sort of attack, you get the addative starbase offensive bonuses.

8 Replies 6,749 Views

One possible tactic for killing fortified bases would be to use the suicide cargo hull. Pack a cargo hull with nothing but weapons and engines. Prepare a fleet of such ships, and get one good hit in against the starbase. Repeat, till it goes down.

51 Replies 26,753 Views

Might it to be to do with miniturisation? If you started with the Yor, who have a starting miniturisation bonus, or with a race that starts with tech that gives this bonus, it might stop your hull designs from showing up in future games without this bonus.

32 Replies 27,906 Views

Well, when you have a design in-game, you can delete it (which removes it utterly), or obsolete it (which leaves it for a future game). This poster asked for a quick way of doing it, presumably on mass - that involves deleting the files.

9 Replies 10,921 Views

True. But it isn't because that there is currently an offensive tactic against which the AI can't defend that this rules out the need for a better calculation of military rating, depending if you are attacking or defending. The idea was to allow the AI to better see who are easy targets and relatively tough targe

51 Replies 26,753 Views

I agree that the AI needs a way to stop repeatedly loosing battles. One possibility would be for it to have a combat simulator algorithm, which gave a % success rate for an attack (and possibly the likly health % of the survivor), possibly using an average of 10 (or more, depending on computational effectiveness) simulations. This would allow it to decide for any given attack or defence plan if they should instead be doing a bunny impre

51 Replies 26,753 Views

There was a bug at one stage (dont know if it is fixed yet) where the ai ignored any ships you sold/gave them untill you saved and reloaded the game.

18 Replies 17,433 Views

Neat, you are abusing the most overpowered component (does too much damage, at too cheap a price, and fits in too small a space), and combining it with a 'free cash' technique. Next you will be getting a very high diplomacy skill, and trading said ships to computer players for lots of cash, then trying to buy them back for less cash....

3 Replies 6,937 Views

Further testing shows that one can have a research planet that can create more production than it should by focusing on social or military, with reserach set to 100%. It didnt appear to be based on a nice ratio like 1/5, however, so that may not be canon.

5 Replies 6,947 Views

When one sets research to 100% (at 100% industrial capacity), then ones research at a planet is equal to the planets technology points (provided you dont have research bonuses). It is possible to get more research points from that planet by focusing that planet on research, putting research at 0%. It seems to be reproducable: Create a high manufacturing planet; if you use a homeworld for a new game, you need to produce a

5 Replies 6,947 Views

Accessing the web based forums from https://forums.galciv2.com/ seems to be awkward, and it can be difficult to find ones way around the sub-forums easily. Currently, we have a "recent posts" secion, which is displayed at the side of each page; it is quite useful for seeing some of the popular subjects. I would like to see added to this section, a drop down list for the different forum sub topics (bugs, ideas, metaverse, strategie

0 Replies 3,141 Views

It's interesting to see that the 4th of these links you posted did indeed get attention from a dev, who requested the debug.err posted into the thread. After that, there was no debug.err posted by the op.

12 Replies 12,836 Views

When watching the HP of my ships, as they are healing, they were repiring 2hp/turn when in orbit of a planet. I noted that one of my ships went from 19/20 hp one turn to 21/20 hp the next turn. It appears that the amount healed isnt capped by the max ship hp.

1 Replies 2,726 Views

And there was I thinking that being able to trade makes the game far to easy, and turning it off is to make the game harder.....

31 Replies 25,810 Views

One of the problems I have with the way bills are proposed, is that for example, if the proposal is a tax on starbases outside ones teritory, there are maybe 4 options. 0 tax 2 tax 5 tax 8 tax (for example). All the races that want no tax band together and vote for 0; the other races split their votes between 2,5 and 8, and the no-tax group wins. It would be better to have a tax/no tax vote, rather than voting o

25 Replies 14,637 Views

Having finally reached High espionage with some of the opponents I see: A drengi planet with a technological capital on a planet with no research units - and placed on a +300% research tile (which doesnt appear to benefit the technological capital). The summary for that planet, however, sugests that the square is giving +300tp, due to the bonus - looking at the research output of the planet, it is clear that this is not true, however. I

350 Replies 159,352 Views