IztokBitenc

IztokBitenc

Joined Member # 634240
25 Posts 1,659 Replies 16,214 Reputation

Hi! [quote]How do you feel the map size affects the game[/quote] The AI was optimized for medium-sized maps. IMX bigger maps were warfaring-wise significantly more easy to play than smaller. There are also some other built-in modifiers: - the already mentiond tech speed modifier; - the ship range modifier. The larger the map the longer ships can travel (up to 7 sectors, that's a hardcoded limit). - the trade revenue modifier. Trade revenue used to be liner: +

8 Replies 20,582 Views

Hi! [quote]I can't seem to re-create that, although I have 2 different versions of DL installed on 2 different PC's.[/quote]In DL all races have 10 points to "spend". In DA they have less, and also different numbers. BR, Iztok

16 Replies 63,745 Views

Hi! On at least a half of your your questions you can find answers on GalCiv wiki: https://www.galciv.wikia.com/wiki/Galactic_Civilizations_Wiki . BR, Iztok

3 Replies 5,637 Views

Hi! [quote]I'm having a problem because planetary maintenance costs are dragging my economy into the red and I can't figure out how to manage improvement costs so I stay in the black budget-wise.[/quote]So build only improvements that make money. ;-) On a 8B planet that makes sense, since they'll make more money than they'll cost in maintenance. And on new planets simply don't build anything, until they start financally supportng themselves, or until you start making

4 Replies 4,648 Views

Hi! [quote]I am curious what the highest logistics numbers can be and also space in a huge ship design[/quote]IIRC both have hard-coded limits. For logistics the number 150% of player's max pops out from my memory, but I can't claim it's really true. Again IIRC it was introduced after some players reported some insane logistics numbers, when they caputured lots of "Hyperion Logistics System" buildings. For max miniaturizatrion my memory's completelly blank.

1 Replies 2,553 Views

Hi! [quote]I don't own DA or TOA. [/quote] The reason why Iconians are considered weak is IMX their sub-par default starting abilities (not much bonuses, with some research the Super-adapter loses all its advantage over other races, "good" alignment), and somewhat toned-down AI (their AI is a bit too "polite", if you're not Yor). IMO since you can't see the effect of their super ability, and compare it to other ones, you can't give a relev

16 Replies 63,745 Views

H! [quote] I hate those mega events the 1% a turn fast one. It completely destroys my game enjoyment factor.[/quote]IIRC in my games such event always happend to one of the smallest AIs, and in late mid-game. The "size" difference between that AI and the leading players assured they were too small to seriously influence the outcome. [quote]that ultra race is pounding on everyones door with 500% ships and mega influence. [/quote]IMO that event is supposed to "penalize

9 Replies 46,923 Views

Hi! [quote]My problem is, that I notice half of the AI Civs colonize about 10-15 planets in the first 200 turns of the game, where I only tend to have 4. [/quote]I assume you play TA. The econ there is the hardest of all game versions, but still, having only 4 planets at turn 200 means you're doing sometning horrbly wrong. As first, you need more money. That means either increasing revenue, or decreasing expenses. Increasing revenue play Super

3 Replies 5,842 Views

Hi! IMO game can handle lots of "players", but game interfce is designed for a fixed number of mayor AIs. So even if you'd somehow manage to include all races, you'd not be able to make diplomacy with all of them. BR, Iztok

5 Replies 4,170 Views

Hi! You don't want to fight a fleet of 15 PK ships with defense-heavy ships. With incredible firepower such a fleet wields, you want to send at it kamikaze all-weapons ships. They'll die, but take with them some of PKs. Rinse, repeat. Attrition. For explanation why's that check GalCiv wiki on ships' combat: https://www.galciv.wikia.com/wiki/Ship_combat BR, Iztok

6 Replies 13,826 Views

Hi! For several months I'm hooked to Sword of the Stars. Turn-based, real-time combat with pause (quite similar to HomeWorld), large random tech tree, minimal planet management (think MoO-1), Combat oriented, 6 different races that play and fight very differently. Multiplayer, 3 expansions, SotS-2 in the making. Demo available, as is the game on Impulse. BR, Iztok

32 Replies 188,079 Views

Hi! [quote]i can beat them no problem in a fair fight but my problem is that they have fleets of 15 all over the place. how do fight that?[/quote]Attrition. They don't have bases to repair and reinforce. BR, Iztok

6 Replies 13,826 Views

Hi! Brad Wardel's idea behind that game was to play it, and not do spreadsheet. So he haven't published much of in-game formulas. I'm affraid that what you can find on wiki https://www.galciv.wikia.com/wiki/Galactic_Civilizations_Wiki is what you'll ever get. Oh, and welcome here! [e digicons]B)[/e] BR, Iztok

2 Replies 2,077 Views

Hi! [quote]So you got to talk to them, too? What kind of picture was used for them? How was their status of techs/bc's? Could you establish peace, and/or gift something to them to better up your relations?[/quote] No picture, what was even more scarry. I only remember I've sued for peace and they accepted. The rest's gone with the time. BR, Iztok

9 Replies 7,526 Views

Hi! [quote]AFAIK the Dread Lords are at war with everybody automatically and unchangeably.[/quote] Back in my days when DA was new ;) it was possible for AIs to make peace with DLs. And one player posted a (likely) game glitch: when he clicked on the announcement of peace proclamation, he actually got to talk with DLs! I was able to repeat it. I don't know if that was fixed in later releases. BR, Iztok

9 Replies 7,526 Views

Hi! Somewhat strange, but scenarios are easier if played on higher difficulty settings. This way your allies get LOTS of bonuses, so the the tech gap between them and DLs closes pretty fast. Other players also reported some problems with scenarios. I don't know what was fixed in later patches, but here are two of them: scenarious were designed for DL combat, not DA/TA, so the "tie rule" has way too big impact now. randomized tech t

14 Replies 19,367 Views

Hi! You may find useful info on wiki about https://www.galciv.wikia.com/wiki/Ship_design and https://www.galciv.wikia.com/wiki/Ship_combat . IMO in DL are defenses more usefull than in other game versions, because in DL ships attack separately, so attacked ship rolls for each attack with full defenses. In DA and TA all ships in a fleet

2 Replies 4,729 Views

Hi! [quote]What can I do if anything to prevent war?[/quote] Also don't include Drengin and Korath in your next game. Oh, and for TotA also Drath. So you'll get a peacefull, boring-to-the-death game. ;-) BR, Iztok

4 Replies 4,524 Views

Hi! [quote]Does anyone have more info on this event?[/quote] There are actually TWO events of this kind: a fast and a slow one. With a fast one the civ gets each turn an 1% increaase in many (if not all) "fields". The slow one gives 1% icrease in only one field per ~2 turns. Please note some of those fields are no more in use (like Crime, or Government). So nothing to worry about the slow one. But the fast one... If the civ in question is significantly s

9 Replies 46,923 Views

Hi! [quote]How do I stop this from occuring?[/quote] If they're really such a big problem for you, then set autosave on each turn and when they arrive, simply reload the previous turn. You have great chance they'll stay out. BR, Iztok

4 Replies 3,394 Views