Todd_Hawks

Todd_Hawks

Joined Member # 639372
5 Posts 160 Replies 7,470 Reputation

Just look at the log: They regularly trade techs for ridiculous techs in return. One on one trades. Whether that is a cheat or just due to the random "good offer" Brad posted about, doesn't matter at all. It ruins the game in many ways: All AIs having the same kind of weapons and defenses, all AIs having the same weeknesses and strengths... not to mention the frustration of not getting ahead of them technologically even though my research is double or more of theirs. No matter what t

47 Replies 38,081 Views

Guys, it doesn't matter how important it is to each of us individually or whether we get a different "nice" effect... it's broken, so it should be fixed. And the social production stuff affects every planet in every game and makes a whole line of bonuses worthless so I'd say it's a pretty serious bug. Same with research, of course. The number of people not being able to play is pretty low (look at other forums after release... this here is nothing in comparison), but of course that doesn't

15 Replies 20,224 Views

I'm sorry but that comment about the console is completely off. There are some technical bugs, sure, but what is really annoying is the huge number of game mechanics bugs. Math on a whole lot of bonuses not working (be it civ-wide or star base dependant), same with morale, excessive AI tech trading (yes, I call it a bug, it's completely destroying the whole system, especially the 3 attack types one), and so on and so forth. Those have absolutely nothing to do with the amount of systems you have

30 Replies 24,367 Views

Not to mention all the other mathematical stuff that doesn't work: Moral calculation (and the difference when hovering over the values), population growth modifiers, research from economic starbases etc etc.... It's like almost nothing is working as it should.

34 Replies 14,092 Views

That's what I feared.... that the AI and everything else has been tweaked to work *with* the bug and now they can't easily fix it without possibly screwing it up. If they really decide it's too much hassle they should at least take out the social balance bonus so people don't get deceived by their illusionary huge advantage. I have to say though that it's really, really, really weak to leave tha

17 Replies 9,313 Views

I'm not sure about this. It's one of the few games where I trust the devs when they say AIs don't cheat (and this would be cheating), in fact I think I once heard a long time ago that the AI doesn't even know who is a human player and who is another AI player. That said, they sure have a lot of techs a lot of the time, but I didn't find any indicator that they were trading them for a lesser price. It just "feels" ok to me. In short games it's hard to gauge anyway since some of the other rac

31 Replies 23,861 Views

Since no one from Stardock posted in any of the relevant threads I'm making this aptly named thread and hope that they take a look at it. Neither social nor research bonuses (the civ-wide ones) are applied correctly when calculating the production points. Social bonus is not applied at all Research bonus seems to be halved For the corresponding discussion, see

6 Replies 7,261 Views

Sure: Planet Earth, late in the game (tiny map): Spending: 100% Military 30% Social 40% Research 30% Earth: Relevant Buildings: 2 Factorys (10mp each) Manufacturing Capital (100% industry bonus) Civ Capital (24mp and 24tp and 25% morale) Relevant Planet bonuses (in details screen): Production 110% (I'm pretty sure the 100% from the Manu Capital are already included here) Morale 25% (same here,

9 Replies 12,226 Views

Since I didn't get any answers in several threads I mentioned any of these, I'll try a new thread: The topic at hand are basically the important numbers you see in the planet screen. The 3 production numbers, the approval percentage, in dependence of the bonuses in the details screen and the bonuses from the racial abilities screen. Basically, whatever I do, they don't add up. I'm never able to get the "right" production numbers

9 Replies 12,226 Views

You should expect: 10 + 4*9 + 9*3 +24 = 10 + 36 + 27 + 24 = 97 research with 100% spending AND 100% research ( = no spending on military and social) and NO research bonus. Where do you get those 9*3 from? EDIT: D'oh... I see, from the 300% xenolabs bonus. I noticed, too, that it seems like tile bonu

4 Replies 8,524 Views

I noticed odd behavior in this area as well. First of all, what is the difference between approval (the value on the screen) and morale (the value you get when you hover the mouse over it)? They are nearly the same most of the time, but sometimes they differ a lot (like 20%). Also, the 30% morale from the multimedia center never actually occured in my game, no matter on which planet I tried it. Once approval (and morale) went up by 23%, once by 50%(that was with a 100% approval bonus

6 Replies 11,352 Views

Interesting idea. It didn't occur to me to round down before adding. It would also mean that tile bonuses get no additional bonus from your racial abilities. I think it's time to do some tests. EDIT: Nope, it doesn't seem to work that way.

23 Replies 14,027 Views

I'm wondering about the whole expenses system. As I see it, there are two major flaws, but feel free to correct me: - Social Production. Unlike in GalCiv I, you only have a limited number of buildings you can build until the planet is "full". There are certain upgrades from time to time, but in general, a planet has no social production for most of the game. Yet, you have to pay for it constantly because, unlike military production, it costs

4 Replies 8,380 Views

Hi there! Quick question: Will there be a High Score table (or a Hall of Fame or whatever you want to call it) in GalCiv2? I know, there is the Metaverse but my gaming PC isn't connected to the web and I think an offline score table a la Civ IV would be pretty neat. Todd

6 Replies 7,532 Views