HAL

HAL

Joined Member # 2420333
6 Posts 78 Replies 171 Reputation

I think the Altarians would have it in the bag, the Torians reproduce quickly and conolize quickly but in truth they're culturally weak--thier planets always start flipping the moment they're in someone else's influence sphere... And the Altarians with their wicked nasty influence would be selling porn and drugs to the little torian podlings within days of them going at it...

10 Replies 4,341 Views

Hmmm, interesting thought... I wonder if different races somehow give a different bonus to which/how many minor races show up in a game... Do you get more minors if you pick 9 majors vs. 6 majors? Is there somewhere in an xml file that you can dictate the minimum number of minor races....

14 Replies 10,164 Views

I've been noticing that since b3 patch there seems to be less minor races per game (last game I had 2 on a huge map and the game before 0 on a Gigantic map)... I haven't seen my wicked little squirrel friends in forever... And I've played multiple different sized maps, and no the no minor race button isn't checked... I'd kind of like to see the opposite actually occur, more minor races. Some people think they're a nuisance, but its fun to pay them to h

14 Replies 10,164 Views

I've noticed that aswell --the spite issue not the we surrender issue-- Everyone threatens me and demands tribute but the moment I start the BIG BEAT DOWN they surrender to someone else and then rub it in my face.... Wicked nasty Hobbitis....

10 Replies 7,973 Views
Reply to Two Starports in Game Talk

Yup, been brought to frogboy's attention... hopefully it will get dealt with in next update... Another note on that, if you leave the starport that was built on the non-usable square you occationally get a non-usable starport.... I've had to demolish and rebuild several AI starports in my last couple of games. Its getting to the point where I essentually wipe-out anything the AI has built and start from scratch unless the planet is already fully develo

7 Replies 6,486 Views

Yeah I've found several planets like that where the "design" is lacking (and occationally they've been my planets)... It could be a case of him not having anywhere else to plant the economic capital without destroying some other building... *shrug* but I have to agree with Martimus, they are usually way worse when I get them--If I got a planet that was that well developed from an AI I'd just leave it as is, saves me some micro-managment </fo

19 Replies 8,382 Views

Yuppers, first come first shoot... But usually if you have a fast fleet you can either distance yourself far enough from the AI that he won't be able to get to your ships, just don't move right up to him in one turn unless you know you can reach him... This is also a good argument for defense, the little known cousin to offense....I've run into that same situation where I was next to an enemy fleet with no movement left, when he attacked I w

11 Replies 8,199 Views

Just spend a couple of turns recouping, destroying their ships and transports while waiting for your pop to recover--otherwise you'll also see your tax revenue start to drop and then you really will have a difficult time. And If you haven't already done so research all the influence techs... the Korx are not all that loyal to their own kind his border planets may start to turn all by themselves if you can get your influence high enough.

15 Replies 10,381 Views

Still it makes leaving military research until its needed nice... I wait until one of the "bad" races starts to get all threatening and then ramp up the military research and blow them away with how quickly I can crank out the combat vessels.... And Scarpa's right its not a bonus, but it sure feels nice to see multiple discoveries in one week... makes all that money wasted on research centres feel like it was worth it...

13 Replies 7,490 Views

While the idea of standing army is a good one, I find that not having to deal with rebellious populations is a definite plus...also your surviving troops are the planet's new population so you still have tax payers (and depending on how many troops you sent in you could have more tax payers) So if genecides our only option then genecide's ok by me, after all they're aliens... <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif" border=0 ALIG

14 Replies 8,114 Views

I have to admit that there are a few things I don't like about the combat set up... Like it always seems to leave the enemy's largest ships until last (this could be an order of fleet listing issue ) and usually the big ships are the only things in his fleets with enough firepower to get through my defenses if I could target big ships first that would increase my fleets survivability...(just a fleet management button making this an option perhap

13 Replies 8,699 Views

Actually I disagree, even setting research to slow (and really slow) I find that I research certain techs too quickly and that this actually hurts my civilization's progress as my planets are always upgrading their infrastructure... Also I've found that by waiting as long as you can for weapons tech research you can research multiple weapons and/or defensive technologies simultaneously—wait until space weapons has been at 1 week for a while

13 Replies 7,490 Views

So here I am at the end of the tech tree...yup even research tech victory with the research victory turned off...and I go to upgrade one of my ships to my surprise when I remove one of my disruptors the space free/space available ratio is negative 196/184 or something like that... In other words my ships become weaker if I alter them, anyone else experience anything like this? All I want is my cake and to be able to eat it too... Blackhole Eruptors, Bl

0 Replies 3,996 Views

Now I'm sure someone has answered this before, but I can't seem to find it and I'm getting tired of my old custom ship designs... Which xml file are the user created ships hidden in? I want to delete all the trekish looking ships I've designed without the problem of deleting them one at a time in the shipbuilding interface (there are a lot of them now...)

3 Replies 6,937 Views

I have no problem with any of the AI races with the exception of the Altarans.... Their incredable influence bonus kinda ruins most games they're in (I usually pick random races, just for spice)... Ususally the only way to counter their effect is to give large quantities of cash to whatever evil race is closest to them, and in the beginning cash is the one thing I usually don't have...

28 Replies 16,659 Views

It really is a combination of effects, a) you're nearby planets/bases have 4x the influence of the affected planet b)whether they have any buildings/galactic marvels that decrease their chances of defecting, c) their morale (and I'm guessing its empire morale aswell as planet morale as they seem to be different numbers sometimes) d) racial bonuses (the Thalians (sp?) take forever to flip, while the Korx do back-flips to join me) and (though I'm not sur

10 Replies 11,398 Views

Frogboy, I've found that the Yor are the most likely culpurits, however I've seen this or similar with just about all the AIs...I tend to play conquest by culture as military conquest takes too long and is messy...And the Yor have a tendancy to fall faster than the other races (with the exception of the Korx --but they're almost never next to me). I'm running 1.1b3 at the momment, but as someone else mentioned I've seen it with earlier versi

11 Replies 8,678 Views

I have to agree I always use a low pq 8-12 for my industrial capital. Of course I always use the one with +300% or more in industrial bonuses. And then I park starbases around it (four in each sector that will overlap it)...Then I crank out the big guns (and give them to minor races so that I can watch the Chaos ) Big planets = wealth and health... ec

8 Replies 6,424 Views

I've noticed that when I "conquer" (usually through influence) an AI planet they're always building starports and then "upgrading" then into other buildings, is there any method to this madness? I've also noticed if I just kill the starports they seem to be on unusable tiles anyways (at least at my current level of terraforming)...

11 Replies 8,678 Views

Funny. The EB games in Langley had one nigh on the day the game shipped... And of course I snapped it up as soon as I saw it. (Even more Ironic they had a copy of the "gold" edition galciv1 which they claimed a couple of months earlier to have never heard of...)

3 Replies 4,890 Views

Nope, as far as I can tell you don't need the same alignment... Most AIs don't seem to pick an alignment at all, they just "lean" in one or the other direction...

5 Replies 3,891 Views

I always try to use my biggest planets for research, and my planet with the most industrial bonuses for my industrial capital...thus quick ship building and good reasearch (don't forget to place as many starbases around your planets as possible--the bonus research/production is sweet I had one planet at +340% just from starbases..

4 Replies 6,337 Views

I hate to admit this but I had a similar problem with Direct X and ATI drivers(and CivIV)--yup I used a Direct X uninstall utility and royally screwed the whole thing up... However unlike this guy I bit the frickin' bullet and reinstalled XP, I don't get what he's talking about it being a time consuming and primitive process--he's got a P4 3.4 and I'm assuming it comes with at LEAST a gig of RAM... half hour tops (My AMD 3000 with 1.5g takes about 35-4

7 Replies 36,546 Views

Funny, I remember seeing the other techs needed listed at one point--was it last beta? I had a viper class fighter and when I research Laser V it told me that I still needed Duritium (sp?) armor and enhanced minitruization... I can't remember the last time I saw that though...

4 Replies 5,345 Views