tppytel

tppytel

Joined Member # 3715051
8 Posts 17 Replies 432 Reputation

I'm looking at the wiki page on ship and fleet combat mechanics, but it doesn't seem to say anything about ToA. Searching this forum didn't yield anything either? Does ToA match one of the older versions or were there changes? If there were changes, is there a forum post or something that summarizes them?

2 Replies 6,301 Views

I'm in the same boat as you, mafutnyoas - I picked up Ultimate shortly after it was released and very quickly put it down, frustrated and disappointed in ToA. For whatever reason, I came back last month to try it with the APT1 mod and have been quite happy with that. It's not perfect - the AI's research is still sort of random at times, and big civs don't always press their advantage like they could - but it's serviceable enough to finally enjoy all the cool ideas in ToA.

11 Replies 53,380 Views

1) The "increased tourism" random (non-Mega, non-Colonization) event happened in my current game and it's really over the top. I'd like to keep the same effect but make its duration a lot shorter. 2) It's absurdly easy to bribe the AI into entering extremely self-destructive wars. I'd like to keep the option, but make it a lot more costly. Are either of these possible? I'm guessing the answer is no, but it never hurts to ask...

2 Replies 4,917 Views

[quote who="MarvinKosh" reply="80" id="3445883"]Well, basically, as far as race abilities are concerned, if you want an interesting game then you should pick for the AI. So for example, you could give the Yor points in Morale, Economy, Weapons, and Hitpoints to give them a better chance of fielding a large fleet.[/quote] I did some more poking using cheat codes. It looks like there are four different sets of ability modifiers generated for each civ. First are the fixed race-base

84 Replies 280,890 Views

Altarn - Many thanks for all your work on these mods! (And other like-minded modders on theirs... I just haven't explored them yet.) I first played GCII shortly after the Ultimate edition was released and was incredibly disappointed by the AI. Almost five years later now, I come back to it to find that you and others have been hard at work fixing those issues as best you can. I finally had a blast all weekend conquering the galaxy with a basically passable AI using APT1 (with Drengins @Pa

84 Replies 280,890 Views

[quote who="LTjim" reply="8" id="2312370"]No, seriously, I meant it when I said the DA game is more mature than the TA one. It is further into the product cycle of issue-debug-patch-tweak-tweak.[/quote] Yes, I realized you were serious. Sorry I didn't address your point precisely. I just fired up DA and just at a glance it's a very different game. Tech trees and builds are all different, ship stats are all different, and my start was right on top of the Altairians. It feels a lo

16 Replies 19,750 Views

[quote who="LTjim" reply="4" id="2311647"]Did you try Dark Avatar?[/quote] No, but I'm realizing this is related to my frustrations with this game. I generally assume that an expansion to a strategy game is, well... an expansion. Mostly just more units and more buildings, but only maybe one or two new concepts. From the Googling I did trying to learn GC's underlying mechanics, it's pretty clear that Stardock doesn't do things that way - every expansion overhauled nearly every system i

16 Replies 19,750 Views

[quote who="Mumblefratz" reply="2" id="2311571"]You could try a higher difficulty level. There are a few above tough you know.[/quote] Pretty much the response I was expecting. I should keep playing this hideously broken game by giving the AI so many bonuses that it can be as stupid as it likes. Brilliant. I don't understand why you play this game - there are other turn-based strategy games out there. CivII had a better AI than this 15 years ago and Civ4 is far stronger than that. I m

16 Replies 19,750 Views

Am I missing something, or is the AI just completely braindead? After coasting through some Terran games at easier levels, I decided to try something different and give it a shot with the Drengin at Tough. This is with updated Ultimate/ToA. Settings were for a medium-sized galaxy, no tech brokering, all VC's enabled, use max CPU, otherwise default. I figured the Drengin early strategy would be to raid a potentially powerful builder neighbor and destroy some infrastructure in order to set them

16 Replies 19,750 Views

[quote who="MetropolisMan" reply="3" id="2309110"]There are 2 sets of numbers on the sticker that's on the outside of the box. There's no indication which set of numbers is the Serial # I register with. Which one is the Serial #? [/quote] The serial number for my retail copy of Ultimate is on the back of the manual. It's a set of six hyphen-separated 5-character sets. [quote]I think I'm going for a max length game, so I'm going to set up an Immense galaxy and turn down Tech

11 Replies 33,579 Views

I'm aware of that. Here's specifically what I'm seeing... I look in the domestic management screen, both the overall economy tab and the trade tab report a total trade income of ~250bc. On that same turn the UP meets and passes the Freighter Protection resolution. Immediately after exiting that screen, I go back to the domestic management screen. Both the overall economy tab and the trade tab now report a total trade income of ~165bc. I don't thin

5 Replies 9,055 Views

Also answered by Kyro via IRC... FCS rounds down (as I expected). Thus, FCS is pretty damn useless early on in the game when you've only got 1 or 2 attack points. I had hoped it might be a useful upgrade for my Defenders. Oh well... edit: Left out one relevant detail, if anyone else is reading... the FCS bonus is calculated on the ship's *total* attack rating, though it is only applied to the first shot in each round. Could be some interesting ramifications there as far

1 Replies 5,226 Views

OK, after reading the bug reports forum page-by-page due to this site's lack of a forum-specific search function, I found these threads... https://forums.galciv2.com/324278 https://forums.galciv2.com/323756 I chatted with Kyro on IRC just a few minutes ago and he thought this bug was fixed, but apparently it's not. Pretty severe bug IMO... kind of kills my enthusiasm for the game.

3 Replies 6,879 Views

So I'm playing the Terrans, looking to build a trade empire. The United Planets meets and proposes a 10% tax on trade to protect freighters in times of war. Sounds good to me, as I have the best-developed routes in the game, so I support it and it passes. My trade income, previously 248bc, is now 165bc. WTF? I just lost nearly 40% of my trade revenue! What kind of calculation is going on here? Somebody please help me see a reasonable explanation here - this seems like a

5 Replies 9,055 Views

Playing GalCivII Ultimate, no mods or unusual tweaks... I have the auto-design option on, but often feel like tweaking an existing design. But when I do so, the component size calculations get very, very screwy. Most frequently, the "base" design (that the game auto-designed for me) is carrying more components than are actually accounted for. That is, if I start the design from scratch using identical components, I'll end up oversize. Moreover, the displayed sizes on sc

3 Replies 6,879 Views

I agree - this is really poor interface design. I've already lost progress from this on a couple of occasions and I've only been playing a few days. You should be asked to save your current game before loading a new one. Or, at the very, very least, don't assign an action to double-clicking a game file in the Load/Save screen - make the user click the appropriate button at the bottom.

3 Replies 6,503 Views

Does anyone know how rounding is handled for Fire Control Systems in TA? My understanding of the combat system is that every weapon fires individually. If so, this would make FCS fairly useless for quite some time unless the game rounds fractions up, which seems unlikely. You would need at least Tier 2 weapons (Plasma, etc.) and Tier 2 FCS to get even a single point advantage.

1 Replies 5,226 Views

My OCD side is becoming increasingly alarmed at the clash between my yellow Sparrow missile racks and my blue Terran color scheme. Is there any easy, built-in way to change the missile rack color? I'm guessing you could do it with a mod, but I'm not sure exactly how that works. I'm hoping there's a simple approach to it.

0 Replies 3,576 Views

Hi all - I just picked up GalCiv Ultimate this week and am pretty impressed so far. What I'd really like, however, is to find a good, detailed explanation of the economy/production numbers and bonuses. Something like the "Blahblahblah Explained" articles from Civfanatics, if they exist. I get the basic flow from taxes/trade --> utilized production capacity --> individual sliders, but I don't quite follow exactly how the various bonuses and payments get worked in and I'm sure it would be

2 Replies 5,619 Views