Veblen

Veblen

Joined Member # 2421840
21 Posts 144 Replies 5,148 Reputation

Yeah, you're not alone, Ezolak. It's getting better. I doubt there will ever be a "everything's fixed' moment, but I'd say give 1.2 a shot when it comes out. They've addressed a good chunk of the issues already.

41 Replies 25,720 Views

xFlukex wrote: Yeah you can roll a 0 for attack but it never displays it, I didn't believe it until I saw it myself. Yeah, I don't think this actually happens. I just booted up a test game, took a A(1-0-0) D(0-0-0) ship against a A(3-0-0) D(0-0-0) ship, and each round I did exactly 1 damage, and each r

17 Replies 18,534 Views

I wrote The devs rarely reply Yeah, thinking about it now, this is an exagerration. It's unjust and I'd like to retract it. There are two Stardock employees (Frogboy, Draginol) who I've seen comment rather actively. Despite the efforts of these individuals, however, it remains true that over half of t

11 Replies 5,111 Views

GOod stuff! What is the difference between the Size and Size Mod columns? ComponentEffectiveSize = INT(BaseComponentSize + (SizeMod / 100) * EffectiveHullSize) Where EffectiveHullSize = INT( BaseHullSize * (1 + TotalMiniaturizationBonus)); for example, 60 for a cargo h

32 Replies 22,529 Views

The formula for component size is as follows: ComponentEffectiveSize = INT(BaseComponentSize + (SizeMod / 100) * EffectiveHullSize) Where EffectiveHullSize = INT( BaseHullSize * (1 + TotalMiniaturizationBonus)); for example, 60 for a cargo hull (55) with 10% Miniaturization bonus. BaseComponentSize is the no-hull size of a component listed in, for example, the Galactopedia; SizeMod is an integer specific to each component , usually be

17 Replies 18,534 Views

To answer my own question, for those who might find this file useful: Is there a file somewhere in my GalCiv2 directory that contains these SizeMod values? It's at GalCiv2\MetaverseData\English\GC2Types.xml Wish I had known about that sooner.

17 Replies 18,534 Views

xFlukex wrote: Yeah, if you use larger hulls then weapons/armor are a bit larger. It's weird you are suprised by this, because it is kinda obvious when you play GC2. Your source should be just playing the game and writing down the numbers you get, otherwise Re-reading what was written earlier, I may

17 Replies 18,534 Views

The beginning can be difficult, although I've never seen something quite as extreme as what you describe. A couple things that might help: 1. Ctrl-N until you get an starting place you like. If you want an easier beginning game, wait until you get a home planet with good production bonus tiles. 2. Buy a factory on your home planet on your first turn. Maybe one on the second, too. 3. Go to the Domestic Policy tab and set your spending allocation to 100%. Think about what to set yo

11 Replies 5,991 Views

1. The speed of the fleet is the speed of the slowest ship; design your ships to go in fleets with a common speed as much as practical given changing technology. 2. Defenses on ships that do not get fired upon are not used; ships with high offense, low defense, and low hitpoints will get shot before ships with low offense, high defense, and high hitpoints. Defense is in no way shared among a fleet. Design your ships to go in fleets with similar offense/defense ratios. 3. One defense m

10 Replies 10,171 Views

Empyrean wruote: The amount of space required isn't changed by miniaturization. Miniaturization just gives you more space on each hull, so that won't affect your calculations. Starting a new game (v1.1 BETA-2A) in cheat mode and advancing instantly through the miniaturization techs gives me the following sizes for a hyperdrive on a cargo hull:<b

17 Replies 18,534 Views

Entropy Avatar wrote: Also, I wonder if there isn't something wrong with your calculations. Several of the 'special' techs seem to be below their base curves. While I might expect that on cost, on rating/unit I really don't see how that can be true. It's possible that I made an error in entering

17 Replies 18,534 Views

So if I understand #4 correctly, each component has a value, probably SizeMod, that alters how much space the component requires given hull size and miniaturization? That is, this varies on a per-component, not per-branch (beam, missile, mass driver), basis? Is there a file somewhere in my GalCiv2 directory that contains these SizeMod values? My next step is collect some in-game data and then reverse-engineer the underlying functi

17 Replies 18,534 Views

Entropy Avatar wrote: You might want to change the scaling on the cumulative research axis so it's easier to see what's happening earlier on in the game. Yup, in the spreadsheet there are log-log plots of each of the graphs to make it easier to see what's going on in the beginning. Safari Jo

17 Replies 18,534 Views

I've put together a spreadsheet of weapon and defense technologies and components that others might find interesting. The spreadsheet contains data on all military technology RP cost, military component attributes, and graphs Damage / Size versus RP Investment Cost / Damage versus RP Investment Defense / Size versus RP Investment Cost / Defense versus RP Investment It's in .xls (Excel) format; if you do

17 Replies 18,534 Views

The devs rarely reply, even to quick and reasonable questions. On the one hand, I can't blame them; they have other priorities. On the other hand, I sure can blame Stardock for not hiring someone to do documentation and forum response, especially when they bill dev-community interaction as a selling point. It's ridiculous that, for example, the exact combat system is still unknown, is incorrectly documented in the manual, and the devs haven't clarified

11 Replies 5,111 Views

Any reason for using "enhanced," "advanced," and "superior" sometimes and I, II, II at other times? For example, the shield tech branch is: Shield Defense Theory Deflectors Enhanced Deflectors Advanced Deflectors Superior Deflectors Shields Shields II Shields III Barriers Barriers II Barriers III Force Fields Advanced Force Fields Superior Force Fields Invulnerability Fiel

0 Replies 2,690 Views

My $0.02 about ship naming: I approach this from a pretty utilitarian standpoint. I name all combat (non-cargo hull) ships with names like 3 B-01 7 D-03 9 C-07 Beam 9 C-07 Anti-Drengi or, generally, (Speed) (Hulltype)-(Generation/Technology level) (extra info) Where Speed is the speed displayed in the ship designer (1 base speed + engines); Hulltype is A for Tiny, B for Small, C for Medium,

18 Replies 36,395 Views

It's a herculean challenge. I think there are some legitimate criticisms to be made about where the AI's at now--it compares very favorably to other games, it's true, but it doesn't yet measure up to either its hype or its tremendous potential, in my humble opinion. I don't feel it's accurate to say that the AI is good enough yet to beat 95% of players, but it's no question that it has taken some big strides towards being the kind of game that defines

72 Replies 97,521 Views

james217 has it right, and as Zardoz mentions, designating one of your better planets as the research capital can pay off (assuming you have the economy to fund the research). Two things worth emphasizing from james217's reply are (1) it's ok, possibly ideal, to go many turns at the beginning without researching weapons technologies, and instead (2) use these resources to heavily invest in social production and planet/resource grabbing. The best way t

18 Replies 19,588 Views

Thanks for the feedback. Some interesting points were brought up. In retrospect, I may have been amiss in casting a dire air to my summary of the game. I do think things will get better in future patches; I agree with the many who commented that the forecast is more hopeful than not, thanks to the ongoing commitment by the developers. Perhaps I could have better elucidated the essence of what I'm trying to say. I don't think the game is wit

49 Replies 36,262 Views

I'm surprised by the response to my comment about the forums. Haven't you been frustrated by pages timing out, posts not showing up, the site being overloaded? I understand that volume was greater than anticipated, but it's 2006, robust forum code and reliable servers aren't an unknown science.

49 Replies 36,262 Views

The AI kicks my butt at Normal. Sorry, your majesty, that you are so great and intelligent that even GalCiv AI can't live up to your lofty expectations. Ok. Your experience may be different than mine. Maybe I have more experience, or maybe I've just gotten lucky; maybe I play slower and more del

49 Replies 36,262 Views

#13: The AI doesn't get smarter after Intelligent. In the quote you refer to, I was specifically, if not explicitly, referring to raising the difficulty setting above Intelligent. #14: Have you really not had problems with these forums? Posts not showing up, pages timing out, strange organization of the sub-topics, etc. Forums are not bleeding edge technology. I agree that the forums shouldn't be a problem--but they are. Maybe I'm

49 Replies 36,262 Views