About 3-4 hours per game year.
Veblen
I think the OP is asking how to upgrade the flagship or colony ship that you start the game with. As far as I know, there is no way to do this. One wrinkle of this worth noting is that the anomalies that give a ship an experience bonus are utterly useless if you survey them with your flagship.
/Hull/@Name, /Hull/SensorRange MediumHull0, 3 MediumHull1, 3 MediumHull2, 2 MediumHull2 sensor range should be 3?
Martimus wrote: Actually the fog of war is visible on the mini map. It is dark gray, but depending on your monitor settings, it may be difficult for you to see Really? I see unexplored territory as dark gray on the minimap, but nothing showing fog of war over in areas that have been explored but are not currently within sensor range.
-AI builds structures on bonus tiles that don't take advantage of the bonus (such as factories on fertile soil) I saw a lot more of this before Beta 4... the AI ultilzation of bonus tiles has improved and seems pretty decent now. My biggest gripe with regards to AI building choices is the computer fondness for mostly useless planetary defense str
Here's a somewhat rambling post about my most recent application of the simulator. I'm interested in getting at the answer to the age-old (well, two month old) question, "Is it better to have a fleet of large ships or to have a fleet of small ships?" So the first step is to chisle this question down to something specific enough to tackle. There are many variables involved here. Too many. So let's hold the ones we're not interested
I'll usually research Sensors early to get the Survey module. I may build a handful of survey or reconnaissance ships with this technology, but for the most part I ignore the Sensor branch until I'm ready to build Eyes of the Universe on one of my planets. The sensor techs are cheap, and the Eyes are crazy powerful.
Sorry, but there are already simulators that run either near-instant or do 10,000 simulations (or both) Yup, this isn't the first. The Java simulator's cool, and you can't beat Darth Kryo's for easy of use. They're all pretty different, though. Unlike the Java simulator, this one isn't a stand
I’ve put together a little GalCiv2 combat simulator using R Link , an open source statistical programming language. Basically, there’s a function simulateCombat(iterations, AttackingFleet, DefendingFleet). For each iteration, it simulates combat between the two fleets and stores the result in a vector (one element for each iteration). The result is calculated as the sum of the
Can you be a little more specific? What difficulty and galaxy settings, are you curious about the first 5 turns or the first 50, about specific things like research order or more general guiding principles?
1. Go to your GalCiv2 directory, which for me is E:\Program Files\Stardock\TotalGaming\GalCiv2 2. Make a shortcut to GalCiv2.exe (not GC2Launch.exe, which is the where the shortcut that the game puts on your desktop points) 3. Right click on the shortcut, go to Properties. In the Shortcut tab of Properties, there's a field named "Target" that has the value <TABLE cellpadding=8 width="95%" align=center bgColor=#FFF394 class="m
Frogboy wrote: Regarding the AI -- I plan to keep updating the AI over time. The issue is that in terms of the challenge level of the AI just can't increase very much without it taking orders of magnitude more CPU time. And even then, it still wouldn't like be THAT much better than what we have in 1.1 Players who
This is another of those questions about the combat system... Anyone know if mismatched defense is computed as: 0 to sqrt( MaxDefense ) or sqrt( 0 to MaxDefense ) where "0 to X" means a uniformly distributed random variable from 0 to x, inclusive. To see the difference, let MaxDefense be 9. The first formula--0 to sqrt( MaxDefense )--would predict that the effective defense for a given round would be:<br/
Charging for a ship pack strikes me as pretty weak. There's a fair bit more work yet to be done before the game is worth the purchase price as it is. In my opinion, of course. Is there a way to encourage and facilitate the do this work for free? The Library on this site is a good start, maybe spruce it up a little to make it easier to use (more entires per page, numerical ranking for each download in an easy-to read column) and spo
Er... just downloaded beta 4B, this seems to be fixed? Awesome.
Aight, let's break it down. 1. Go to your GalCiv2 directory, which for me is E:\Program Files\Stardock\TotalGaming\GalCiv2 2. Make a shortcut of GalCiv2.exe (not GC2Launch.exe, which is the where the shortcut that the game puts on your desktop points) 3. Right click on the shortcut, go to Properties. In the Shortcut tab of Properties, there's a field named "Target" that has the value <TABLE cellpadding=8 width="95
It would be great if ship moves were handled slightly differently when it comes to fleets. Currently, when ships are in a fleet, the moves remaining for each individual ship is set to the smallest value in the fleet. This is a straightforward way of getting the desired behavior where a fleet moves only as fast as its slowest ship; however, it doesn't work too well when ships are ungrouped. For example, consider I start a tur
Eh, my hunch is that this has nothing to do with luck or with a "critical shot," since I've never seen a hit above the attack value in battles where each side has a non-zero attack. I think this has more to do with how they're displaying the damage... something's going on, because with 1-0-0 attack against 1-0-0 defense I should be hitting for 0 damage 75% of the time and hitting for 1 25% of the time, and I never see a 3-1 ratio of 0's to 1's when I r
I attacked a Drengin Defender A:(0,0,0) D:(1,0,0) with a A:(1-0-0) D:(0-0-0) cargo hull interceptor. The Defender doesn't have any weapons, so it's a won battle, but I get some weird damage values in the combat viewer: 0 5 1 1 1 1 0 5 Anyone know what's going on, and why it's displaying the occaisional 5? Anyone else see this? Again, this is from a ship with 1-0-0 attack.
It depends a lot on the game parameters, especially galaxy size, difficulty, and if tech trading is enabled. If there are only a few planets you can grab, you may not need any engine techs for the colony rush (especially if your race has Ion Drive); if tech trading's off, diplomacy is relatively less important and military techs more important (because you can't just trade for these when you need them). It's hard to tell the best order, but
With tech trades occuring instantaneously, the mechanics of the diplomacy system give rise to a powerful dominant strategy; namely, when a tech is held by two or more players, either player has a strong incentive to be the one to sell the tech to the rest of the players. There are a few complications to this simple picture (like war), but for the most part techs "should" be traded aggressively by all players... The problem is the AI doesn't pick up on
+10 Basic Miniaturization +15 Enhanced +15 Advanced +15 Expert +20 Ultimate +25 Supreme +15 Hyperion Shrinker So +105 is probably the Miniaturization techs up to Ultimate (+75) and two Shrinkers.
There are some other weirdnesses, like the 'Dynamic Shields' and 'Dynamic Shielding' shield components, both of which exist in the files but only the former exists in the game. This was true in beta 3, not sure about 4.
To put it a little more precisely, ComponentEffectiveSize = INT(BaseComponentSize + (SizeMod / 100) * EffectiveHullSize) Where EffectiveHullSize = INT( BaseHullSize * (1 + TotalMiniaturizationBonus)) posted Link
I've noticed the Altarians doing that in my game. Checking their planets now there are two Defenders, A(0-0-0) D(0-0-1), floating around still. Their more up-to-date ship models all appear to have weapons and armor. I can't remember if the ones I remember seeing were all Defenders, but I think at the least the majority has been.