Kaesar

Kaesar

Joined Member # 2476928
4 Posts 14 Replies 1,610 Reputation

I played "Sim-Galaxy" in my last game on a gigantic map. The game was pretty much over right after the expansion phase as I had 45% of the planets (this was challenging difficulty). I decided to see how much I can build up my empire and when I finally conquered the last planet I had 16 Trillion people under my rule.

12 Replies 4,526 Views

I swear some of the negative posters are completely delusional. The game has only been out two months and some of the detractors of this patch expect a complete expansion-worth of content instead of commending the dev team for its incremental improvements. UI improvements useless?!!! I remember back in the day of Civ3 when it was released without stack movement, it was a tedium to play huge games because it took forever to move your units. Then a subsequent patch added th

98 Replies 54,004 Views

This is what I do to out colonize the AI: start off with max spending, 0% military, 50-60% research, rest to social. Research up to Impulse Drive, Xeno Industrial Theory Buy your first factory (duh), build another 3 or 4 factories so you can pump out colony ships in about 2 or 3 turns. Build some happiness improvements, and adjust tax rates so home planet is always 100% happy. Build one research center as well. Once the improvements are done, switc

31 Replies 9,607 Views

Ever wanted to put an engine on a ship for aesthetics reason but run out of room to do it? Just add the lines in this text file to gc2types.xml file in /data/english and you will be able to add fake engines to your ships for aesthetic purposes. Link It is great for balancing engines on each side of the ship when you can only place one real engine. Even more fun is to create super engines by placing many engines

13 Replies 13,369 Views

I see many people like to shrink their functional components so they don't interfere with their design. I think it just takes a bit of work to incorporate them in. One thing I would like is to have non-functional components that look like functional ones so you can balance the design. Anyways, here is what you can do if you want to create a super engine. <img src="http://members.shaw.ca/kaesar/En

764 Replies 1,034,226 Views

One of the things that seem to be impossible right now is to specify texture and terrain for planets in the map xml's. Is it possible to include this option in the future? Right now all you can do is specify location and class, but not how the planet will look. Also why is the size of stars capped while planets are not? I can make HUGE planets that take up many parsecs and dwarf it's parent star yet I can't make a star larger than one parsec. Just thought it would be interesting t

1 Replies 2,953 Views

One of the things that seem to be impossible right now is to specify texture and terrain for planets in the map xml's. Is it possible to include this option in the future? Right now all you can do is specify location and class, but not how the planet will look. Also why is the size of stars capped while planets are not? I can make HUGE planets that take up many parsecs and dwarf it's parent star yet I can't make a star larger than one parsec. Just thought it would be interesting t

0 Replies 1,958 Views

It is an odd curiosity that gfx/planets directory is missing the neptune picture. It has the 8 other planets but not neptune. So I scoured the net and found that link. Enjoy.

1 Replies 3,641 Views

First, let's talk about hull dependent size of each tech. Beam and mass driver tech has smaller base size but bigger hull size dependencies (ie. The larger the hull, the bigger the increase in size), while missile has larger base size but smaller hull size dependence. So if you're going to put weapons on medium hull or larger, missiles easily wins. I'm going to ignore tiny hulls, cause seriously, who builds fighters using these anyways. I'm also going to look at the advan

32 Replies 22,273 Views

I have found the sequence that produces this bug. If you create a new ship, the components you place on the ship sizes correctly. If you upgrade the ship, component sizes are still correct. However, if you load a game and open the ship designer, upgrade an existing ship, then the ship components are smaller than advertised. It seems it neglects to add the hull size modifier for the components, ie. Anti-Mat Torpedo: 9+2% Hull Size on a Large 55 Space Hull should ta

10 Replies 8,180 Views