syneris

syneris

Joined Member # 2398495
42 Posts 274 Replies 652 Reputation

I thought heavy fighters were small. Anyway, what about engines, sensors, lifesupport? It may be some weird glitch. I've tried to duplicate one of my own custom ships and couldn't. It was at the start of a game. I could build a colony ship I had designed in a previous game, but any attempt to recreate it was 1 range and 1 speed short. The components matched, though wouldn't fit. It was boggling how I couldn't create a ship to match one that I could bu

23 Replies 15,707 Views

I've seen it rollover in my games since the last patch, but it wasn't for me just now. I did two test games. One I had edited the research bonus for my custom race and had over 5000 research a turn (edited economy bonus also to afford it). I could only research 1 thing a turn. I did another test game with a default race and still didn't have any research rollover. I may need to reinstall as my core designs (also one small and one medium hull for each r

4 Replies 5,244 Views

The custom race saves are xml also. You can edit them to set the value of things that aren't even available with customization (like miniturization). There is a section for techs too, but you'll need to find the proper names for the techs you want. It's similar to the raceconfig, but saved individually for each custom race (including custoized ingame races). They are the .raceconfig files found in MyGames\GalCiv2 The AI uses the raceconfig.xml for it's stats. Editing the raceconfig.xm

10 Replies 6,731 Views

After checking Research again, roll over for it might have been changed since I last took notice. Can anyone confirm that it still rolls over? My tests just now showed that it doesn't roll over, although there could be other factors that determine if it will roll over.

4 Replies 5,244 Views

It seems that having too much production on a planet can be inefficient. If you build a ship with a cost of 100bc on a planet that has 500mp on military production, you still pay the the entire 500bc in spending. Anything over the cost is wasted bc. I've tested this with military spending. The costs for social improvements are hidden (though they could be looked up in the xml). I'm guessing that extra social production is wasted just like military, but

4 Replies 5,244 Views

1) they can move further per turn. 2) There is a formula for who they decide surrender to. 3) Sensors reveal more of the fog of war around your ships/stations. They don't offer any actual combat benefit, but assist in your own personal decision making tactics. 4) Yes, ships aren't divided into parts. It's one big (or small) lump of HP with a lump of Attack and lump of Defense. 5) Planetary bombardment allows

6 Replies 6,902 Views

I know this has been brought up before, but what i've noticed seems to be a little different than just the normal inconsistency. You get what the planet screen says, but only pay what the spending screen says. I designed a tiny ship with nothing on it for a cost of 35bc. I set my starting planet to build this 35bc ship. My inital colony has an mp of 24, and I purchased a basic factory with 8mp. AT 100% spending, 100% military, The planet screen shows 3

0 Replies 1,983 Views

If you want to play it out, take the hit to your treasury (even when it goes into negative). Lower your taxes to keep your approval at 100% for double population growth. The initial colony population max (5 billion) gives the most taxes per population, so they will support their own maintenance cost once they fill up. Once you are able to start raising your spending again, work on getting a few markets on each planet. The best way to do this (just theo

15 Replies 10,799 Views

I was wondering if anyone felt the same as me in that combat should be changed somehow. Right now, you roll a number between 1 and your total attack. The defender rolls between 1 and it's total defense. (I've been trying to find the details for multiple types of attack vs multiple defenses, but that's the basic combat system). This leads to some really random results, especially when the values are very large. Would you want this system changed?

20 Replies 15,504 Views

The base is 100. It's 200 with 100% approval. They already slowed it down in a patch compared to release (i think it was 250 base). Rarely have i had an invasion kill only 1 billion of my population (unless i've way ahead on tech and soldiering). If it was any slower, you'd probably win before your planet recovered from a late game invasion.

3 Replies 4,904 Views

If it's a planet I want to keep, start on getting a transport heading to it. Population will still be pretty small after the loses from taking over the planet. I haven't had the AI destroy anything after an invasion, so the planet should be mostly the way it previously was. If I don't care about the planet, destroy the colony or sell it to a friendly race.

8 Replies 8,331 Views

It's been argued that a point against defence is that it can be unlucky. At a stage in the game when attack and defence scores are high compared to hitpoints, one low roll on defence, combined with a high roll for the attacker, can be crippling or deadly. The sad thing is that i've had a huge ship wit

14 Replies 8,138 Views

Where exactly is your spending going when your economy falls out? Like one poster said, building transports takes away from your taxable population. Newly conquered planets have an initial maintenance of 12bc, but only have whatever population survived the invasion to provide taxes. You could ferry some population from a planet at it's population cap over to newly conquered planets to help increase population growth. Using the focus option on

13 Replies 35,063 Views

First turn I buy an entertainment center. I set the tax to slightly under the break between 100% and 99% approval. My spending is either at the highest without having negative income or 100%. I'll either set my research to 100 or 50/50 it with social. I set my flagship to autosurvey unless there is a specific star i want to explore first. I move my colony ship it's 2 dinky spaces towards a visible habitable planet or a promising nearby star. Once it's

19 Replies 21,077 Views

For example, restricting SURVEYING does nothing because all the anamolies (even at max) are taken up before the first year... I'm playing a gigantic game with abundant anomalies and 5 AI. It's been quite a few years already and i'm still finding anomalies, though i've almost cleared them all i think.

9 Replies 13,748 Views

Second, even if it was better to design your own ships, are you seriously claiming that I am REQUIRED to do my own designs!! If you want to effectively win at harder difficulties, ya.

47 Replies 16,614 Views

If you are neutral and are chosen as to receive a planet from a random event, you do not get your free tile upgrades on that planet.

0 Replies 1,599 Views

In my last game, I couldn't even run at 100% spending. I tried a different strategy than normal. I still won fairly easily on my first game of challenging (as opposed to playing on normal), but I had to adjust my spending atleast every few turns. Only once was my treasurery above 1000bc, and that was due to an economic event that majorly boosted my economy.

29 Replies 180,536 Views

And he HATES what SWG has become. You mean an MMOFPS? Played it for a year since the day it came out (or rather the day after because of the problem that players couldn't create an account). Had to stop due to uncontrollable circustances. Downloaded the trial of the new junk. It ran horrible even thou

223 Replies 115,286 Views

Count the ships shown in the diplomacy screen and then compare it to your espionage report, you will see what I mean I've counted the number of visible ships/fleets of another race once, and found the diplomacy screen to be missing quite a few. I've also tried to give a ship to an ally, but it wasn't

9 Replies 7,759 Views

In Civ4, it would cycle through your units and automove in the middle your turn. I didn't like this as to preemptively stop a unit's automove you had to have one active unit not doing anything at the start of your turn. I didn't play GalCiv 1, but the concept being talked about seems to be a good solution. There could also be a force autopilot moves button

15 Replies 13,399 Views

1, disable autoupgrade goto planet details, then govenor. you can disable it there. Take a look at the lease cost options. It may cost 1000bc to build, or 500bc plus 50bc for 30 weeks (making it cost 2000!). Leasing costs need to be relooked at because the payment over time options cost way

7 Replies 8,365 Views