LedZerggelin

LedZerggelin

Joined Member # 3014358
46 Posts 351 Replies 10,070 Reputation

[quote]Can anyone help me put in an icon? I'm trying to put in a 50x50 pixel jpeg, but everytime I hit 'update' is tell me 'web page can't be found. What am I doing wrong?[/quote] Again, me noob, why?

8 Replies 9,389 Views

[quote]For example, edit the xml file for Planet Earth as a capital to change it to a PQ26, and Mars to a PQ18[/quote] Where are those files located? I think I'll jack with them a little.

16 Replies 8,340 Views

[quote]Frankly - no. Its a kind of voyage of discovery (by design)[/quote] Hehehehehehe.......did you think I meant a 'strategy guide' when I posted "12 step program"? I meant something like 'drug counsiling' by that post. I'm addicted to this game, dammit!!! I dont even want a manual or tech tree any more...just....more.....play. I need help. Hey I now know by your post that they considered things like the topic of this thread Q: "can you change it so that after the l

16 Replies 8,340 Views

[quote]Relax an enjoy GalCiv - great Game, great Forum, great People[/quote] That it is. I don't know if I should thank the poeple at Stardock or give them the finger for keeping me up all night playing this game. Is there any kind of 12 step program for this game?

16 Replies 8,340 Views

[quote]The asthetic logic is fine, wouldnt argue with that. The practical game mechanics to implement it are another thing. Its a balanced game, whenever a "widget" is added into the overall Pot, the game has to be rebalanced to take into account its effects, its not just a question of programming the enhancement in question, its also working on what imbalance that will cause. It doesnt take much to unbalance the game. For example, edit the xml file for Planet Earth as a capital to chan

16 Replies 8,340 Views

[quote]Because colony ships carry with them production capacity for that much food.[/quote] Ok, so by that reasoning, if colony ships are the things that bring the ammount of food production, why dont they have modules that can start your new world with a greater capacity?

12 Replies 12,831 Views

[quote]It's a reasonable assumption that humans will eventually swarm any environment they find themselves in. More importantly, the game mechanics don't assume your population = total planet population. Your population consists of the total number of taxpaying citizens on the planet - the population growth statement that comes up at some quarterly reports days as much, as humans cannot possibly reproduce at the rates that planets grow. It's that more people are becoming citizens instead of mere

12 Replies 12,831 Views

Ok. Whatever. Forget Vegas. You are still missing the point. Why do 4QP planets always have a starting pop cap of 8.00. Is it not reasonable think that the pop cap could vary? Say, 6.00-10.00 for a 4QP planet? I think this would be a good idea, just not on homeworlds.

12 Replies 12,831 Views

I get what you are saying, but I think you are missing the point a little. My point was that all 4QP planets BEGIN 8.00b cap. I was just asking, why? Aren't all planets different? (DO NOT include farms, racial bonuses, etc into the equation. Lets compare these planets to U.S. cities. Take take any 2 cities with roughly the same amount of people in it at any given time. Say the first city, we'll call it Dallas, has 4 mil people. I you did a census 80% of those people would be full-time residents.

12 Replies 12,831 Views

[quote]Um, no. The maximum population of a planet is dictated by playstyle, how many happiness buildings you're willing to build, and how many happiness buildings you can build. If you have 3 PQ4 planets and they have 2 PQ4 planets, then you win because you have more tiles to work with, not because of population. Ultimately, tiles are the foundation resource that all other game resources come from.[/quote] Um, yes kinda. I completely understand about the tiles, no brai

16 Replies 8,340 Views

I think it might be interesting if they did not link PQ with pop cap for two reasons off the top of my head. 1) Lets say you have 2 planets both are 10QP and one is a desert planet and one is a temperate planet. The desert planet has 10 usuable tile because of all the flast space BUT no one want to live there because it a desert. So for that world have the cap

16 Replies 8,340 Views

I think it might be interesting if they did not link PQ with pop cap for two reasons off the top of my head. 1) Lets say you have 2 planets both are 10QP and one is a desert planet and one is a temperate planet. The desert planet has 10 usuable tile because of all the flast space BUT no one want to live there because it a desert. So for that world have the cap

0 Replies 3,267 Views

I think it might be interesting if they did not link PQ with pop cap for two reasons off the top of my head. 1) Lets say you have 2 planets both are 10QP and one is a desert planet and one is a temperate planet. The desert planet has 10 usuable tile because of all the flast space BUT no one want to live there because it a desert. So for that world have the cap 10 onstead of 16. What taxpayer wants to pay tax to live in a desert. The temperate planet has 10 usuable tiles but would have a

12 Replies 12,831 Views

What determines the max population of a planet? Lets assume there are no population bonuses at the beginning of a game. I’ve seen planets of 4PQ have a 6.00b pop cap and 4QP have an 8.00b pop cap, Why the difference?

12 Replies 12,831 Views

[quote]There were a series of games called X X2 and X3 that came out. I never played them myself, but they look interesting. They are using the games as back to create a whole universe built on it...and they are doing a great job at it.[/quote] Were thet 4x type games like GalCiv, cuz I've never heard of them.

19 Replies 24,565 Views

Try setting all the comps you play against at different difficulty levels. If you usually play normal set one or two of the races at that level and the others at higher level. It make for a vastly different experience. The best game I play are usually set up this way. I had one game last me over 60 hours, it took about a month to finish!

8 Replies 4,448 Views

[quote]I've never seen that. That could be bad. Does anyone know what the selection criteria are for the techs that are automatically traded? It would suck to get like space mining II, and give out doom ray. Essentially, giving gold, and receiving pewp.[/quote] When it happened to me it seemed I was getting the lowest techs possible from the comp. I went to the Foreign Relations screen after and compared techs with all the races. It did not appear give them anything major (example: plan

4 Replies 4,039 Views

Hey the United Planets just ruled that all civs have to share 1 tech. When I hit turn, I received 9 techs. I assume this is one per race. My question: Does the comp automatically give a tech to each race or do I pick it and give them out. Do I have to give one to each race? I clicked ok accidently before reading what was to happen. Anybody know? </

4 Replies 4,039 Views

NOOB questions 1) Where is the best place to put Economic Starbases? 2) Should they be put ON the line of a trade route? 3) Or do they just need to be put where the most amount of trade route lines pass through their area of effect? 4) Do they pick up any bonuses

6 Replies 5,549 Views

Ok. I went ingame to verify spy stuff. I went to place some spies on the Thalan and they had 2 Galactic achievements. It would let me place a spy the Economic Direction Unit but NOT the Hyperion Matrix. It was greyed out so there wasn't even an option to do so. Any thoughts to why this is? Is the HM a race specific achievement?

17 Replies 21,702 Views

[quote]last i use spies to block super-projects and gal. wonders.[/quote] I dont think you can spy galactic wonders. I have downloaded the 1.92 and I think you cant do it anymore. I will check ingame and make sure. The last time I played was Saturday night after my friends left. I was a little drunk, and I could be wrong

17 Replies 21,702 Views