drank

drank

Joined Member # 432056
7 Posts 70 Replies 777 Reputation

I'd also like to advocate transparency as the most important thing in the GalCiv economy. I don't agree with the decisions to have such complicated formulas, but hey, you guys are the game designers and you get to do it your way, not my way! But I agree with others on this thread that it becomes almost impossible to play the game well at higher difficulty levels if the player can't anticipate the consequences of their decisions. Since I ass

120 Replies 133,336 Views

Item #7: I just rechecked the code. Here's the issue: The population increase is capped at 100 and then if morale = 100% you still get that bonus. Population is simply increasing so much that th

63 Replies 32,465 Views

Frogboy, I aprreciate you taking the time to look over the list. Here are a couple of comments. Item #2, #6: I'll note your response in the original post, but don't you feel it's exetremely misleading and counter-intuitive to show the player a "+40%" bonus when they in fact receive a much smaller bonus. If it's unbalanced to have "+20% Research Ability" as a racial bonus, then wouldn't it be better to reduce the magnitude of the available bo

63 Replies 32,465 Views

I think the game is "solid" in the sense that actual crashes and flat-out "it won't run" bugs are small in number, and usually dealt with by obtaining the latest drivers. I don't think it's solid in the sense of the actual gameplay. There seem to be dozens of issues around the economy, bonuses, diplomacy, the UI and so forth. Stardock has so far ignored most of these. There are dozens of threads in the Bug Reports forum pleading for a develo

62 Replies 44,177 Views

If I don't care about the Metaverse, can I change the xml files myself? At least I can fix #4 and #5 right away. You may want to check out Sabre Cherry's mod . He's made a bunch of XML changes that fix #4, #5 and a bunch of other annoyances. As you note, you can't submit to the me

63 Replies 32,465 Views

The message about an "intergalactic limit" is misleading. You increase the number of legal trade routes by researching Trade, Advanced Trade and Master Trade. If you choose a neutral alignment, you can also build a Galactic Achievement that adds more routes. There may also be a UP resolution to add more, but I've never gotten it in a game. But just by doing the research, you can get to as many as 12 routes with a neutral alignment.

3 Replies 6,488 Views

It is probable that most of these are bugs, though some may be intended (such as paying for social production, whether used ior not--though it is a bad rule if so), but I wish the devs would address them either way. I agree. I'd be perfectly happy if Frogboy responded to all 7 items on the list with

63 Replies 32,465 Views

To date, the developers have not paid much attention to the outstanding bugs in the economic model. I'm using "economic" rather broadly, to incorporate all the issues around the player's taxing, spending, manufacturing, bonuses, etc. 1.0X.009 took a few steps forward (social prodution bonuses, starbase research bonuses) but left the other issues untouched. In the hopes of drawing some attention from the devs to this part of the game, I've tried to

63 Replies 32,465 Views

(A), but mostly because GC2 just came out. I've played a ton of Civ IV over the last 4 months! At the moment, I'd guess that CivIV will have the most replay interest for me going forward. I'm especially interested to see what happens after Firaxis releases their SDK. But to give GC2 its due, it's also a fun game and we'll see how it improves after a few more patches.

28 Replies 18,953 Views

I Don't know , I sure I started to get a lot more money when moved to Republic... Indeed. That's because the economic bonus is being applied, but the production and research bonuses are not. If it worked as the text described, your budget would have roughly the same amount of "profit" as it did befo

6 Replies 5,137 Views

It appears that the government economic bonuses work, but hte government production bonuses are not applied. Here are some empire-wide stats from my current game: Empire Taxes Mil Spend Soc Spend Research Spend Imperial 1587 234 654 744 Republic 1743 234 654 744 Democr

6 Replies 5,137 Views

I think they work quite well in the game right now with the 15 pc cap on sensor range. As someone said above, they're basically equivalent to an AWCS in a modern airforce. For anything other than a tiny map, you're going to need a number of them to adequately cover your front ines. And they force the player to make interesting tactical decisions - you want the sensors close to the front, so you can see your enemies. But that means they are at risk fro

19 Replies 23,799 Views

Peace Phoenix said... I have tried to do some tests, I have think to have found where the 31% come from: Civilization capital : 25% Stock Market : 10% Multimedia center on bonus: 30% * (1 + 100%) = 60 % Total moral bonus: 95% impact of morale building: 95% (1 - 67%) = 95%/3 = 31%. Here is where the 31% come from. Ba

17 Replies 14,192 Views

I played a full game last night (Large Galaxy, Beginner, 5 AI), and I think the game is better than I originally gave it credit for. I'd say it's at least an 8/10 for me, and maybe it'll get better as I play on higher difficulties. The biggest problem in the game, I think, is the difficulty of learning what all of the stuff in the game is and does. The game itself gives you almost no help or feedback in this regard. Some people have called f

0 Replies 4,284 Views

I've researched through Sensors Mark IV. According to the tech descriptions, I should be able to build the following starbase modules: Perimeter Scanners, Sector Scanners, Sector Surveilance Scanners, and Ultimate Surveilance Scanners. But none of these ever show up as choices when I move a constructor to a starbase. How do you build these modules? I've checked on mining and economic starbases - are they only available for some other type?</

2 Replies 6,276 Views

Didn't know about the grid option - I kind of figured that nothing on that screen was functional yet. Thanks for the tip, it does make it clearer when you ought to click. I tried the F1-F3 views, but didn't really like any of them - too close to the 2D plane for my tastes. I wound up settling on a view with the camera rotated about 60 degrees above the plane, and matched mini-map orientation to main-map orientation. I guess it'll take a while

7 Replies 8,126 Views

Oh, and just for fun (since we never hear about music in the dev journals), I LOVE the solo voice singing the GalCiv1 theme over the title screen. Kudos to your sound designer for cleverly linking the GC1 music to the new game. I didn't react as well to the choral parts in the planet screen music (is it the planet screen music, or is that just where I happened to hear it?) , 'cause they seemed to be played on a keyboard. Maybe you'll have time to reco

8 Replies 8,668 Views

I didn't even try to play a full game in the first beta, but I played around with the main UI window. Here are some thoughts: 1) I love the zoom in/zoom out on the mouse scroll button. It's completely intuitive and works great for "that planet just to the left" moments. The transition to the strategic map is very slick. 2) I was a bit put off by the default (top down) camera view. The biggest problem is that you're looking down on the rings of

7 Replies 8,126 Views