Franco fx

Franco fx

Joined Member # 642180
42 Posts 661 Replies 886 Reputation

Heavy Gravity could also be a problem. It is not reasonable to assume that the entire population of robots would have the strength to survive on a HG planet. They would probably have a more finite top end strength than humans. You could make a case for the huge dragonlike Drath being okay for HG worlds

40 Replies 10,070 Views

[quote]My other question though holds a great deal of relevance still, what will be introduced into DA 2.0 from TA, if anything at all?[/quote] It does seem that some of the new things from TA could be patched into DA. That is probably your only hope. I doubt you will ever see the toggle you want

21 Replies 13,718 Views

[quote]Question: Would it be difficult to add in a slider for the ship maintenance at the beginning of the game where you select research speed galaxy size ect? I had enjoyed the last betas economy a great deal, and my friends that played it did as well. I understand the new maintenance costs make it more challenging but some of us love just having a mass of ships in a nice quiet corner of the galaxy map [/quote] It would seem logical to tie maintenance to difficulty level. Zero m

45 Replies 77,071 Views

I love it. I had become bored with DL and DA and hadn't played in a couple of months. TA has reinvigorated me for the game. I have had success playing with all the new trees and my greatest fear is that the future tweaks will change the game too much. Late tweaks to previous releases were not always good imo and reduced my enjoyment in some cases

21 Replies 13,718 Views

[quote]I mentioned I'd played this and previous iterations of GalCiv for years [/quote] Yet you are playing at beginner level. There is nothing wrong with that but if you are doing it as a relaxing distraction, you should be able to overcome the event at that level. If that is your best level there is also nothing wrong with that but anyone who tops out at beginner after several years should turn off the mega events. To be honest, If I anticipate a tough game I will turn them o

38 Replies 26,352 Views

[quote]Lowering costs 1% doesn't seem like much.[/quote] It is not really a percentage. The maintenance was reduced by 1 bc per ship per turn. Actually, a nice reduction

45 Replies 77,071 Views
Reply to Weapons? in Beta Reports

I kind of agree with the slowing down of tech. While I have not played a game with really slow tech it sounds intriguing. The only fly in the ointment with the new TA beta is that new economy techs are critical to surviving. They would need to either change the economy for slow tech games or make the econ techs much cheaper. I guess what I would really like to see is a very slow weapons tech option with the rest unchanged. The idea of huge hulls bristling with particle beam w

14 Replies 9,121 Views

[quote]It would be nice to have some ability to tell a civ to remove the SBs in my territory or else; as it is, I have no ability to explain to them why I'm about to nuke them back into the stone age. [/quote] You do in a way. You can demand that they gift you the base and declare war if they don't. Not much different from what they do. They may tell you to pound sand but you might tell them the same if the shoe was on the other foot. If you want to stop short of war, you could embargo

16 Replies 4,184 Views

[quote]Could it be that Stardock misjudged the popularity of this aspect of the game? [/quote] I doubt it. Even if well over 50% care nothing for ship designing the minority percentage is probably large enough to justify the feature. I could be wrong, but I suspect the responses to this thread are not representative of the overall popularity of the feature.

40 Replies 15,867 Views

I haven't noticed that much influence sb spamming by the majors but yes on the minors. In my games the majors seldom build influence bases in my territory but the sure build a bunch of econ sb. Are you building influence bases in their space? I don't and they seem to reciprocate.

16 Replies 4,184 Views

[quote]This victory condition should be disabled for the Terrans, when playing against the Thalans. [/quote] Man!, the first building available to the Thalans is for influence. There should be no problem holding off the Terrans or anyone else from culture bombing. Also you should check your mini-map it should give you ample warning of a culture victory. When you see over 75% of the map turn blue you must declare war (they can't win a culture victory if anyone is at war with the

22 Replies 17,693 Views

[quote]that still doesn't mean the fast colonizer is worthless[/quote] No doubt about it. Nothing ticks me off worse than losing the race for a 20+ planet or a resource mine. Getting there first is cheap at almost any price

37 Replies 12,733 Views

[quote]Unfortunately, the above is not necessarily really true.[/quote] Interesting, I had never paid a lot of attention to the increased maintenance due to the short life of the ships. There may be a sweet point with more speed that will cost less than the basic. For instance, the ion ship is no change for colony and 8 vs 7 for a builder. The cost jumps dramatically with the impulse drive.

37 Replies 12,733 Views

[quote]I'd love to be able to re-create "natural dislikes" between factions...Gaians/Morgans...University/Believers...Spartans/Peacekeepers...if that's even possible.[/quote] Too bad we can't ajust the agressiveness slider individually between races. It seems as though that would be doable.

38 Replies 21,456 Views

Definitely needs some tweeking. It is managable but it requires too much game tweeking to maximize income. It is difficult to play around with abilities, politics and some of the races because of income concerns. Economy is obviously less a problem for the Terrans in the early game when it is easy to get in deep financial do-do Ships like freighters and constructors should not have maintenance because they are probably privately owned. Colonizers would also conceivably be private enterp

37 Replies 12,733 Views

let the system place compontents?? Life without symmetry is hollow. I could never allow the system to place a component and it be placed in a way that no sentient species would choose. :) I also stay in strategic mode most of the time but I know how the ships look. I get a big kick out of the ship designing but it is almost like a separate thing from the game playing.

40 Replies 15,867 Views

[quote]Well, federalists doesn't give you starting cash. Yes, 0 is less than 100. On the other hand, Federalists will effect how much money you make. You make 20% more from taxes, which will matter more the higher tax rate you support.[/quote] I understand that the federalist effect will be greater later in the game but the tourism income has become serious enough to make me wonder if the federalist effect would ever catch up with the tourism generated by the pacifist effect. I

31 Replies 10,918 Views

[quote]AIs can talk and trade WITHOUT having UT[/quote] I have wondered about that. I suppose that they can trade with you since you have the tech but perhaps not with the other races that do not. I wonder if anyone has ever tried never researching UT? Would the AI ever research it themselves and offer it to you? I have met other races that have either researched the tech or got it from someone else. Playing with tech trading turned off makes talking to the AI less im

6 Replies 7,016 Views

[quote]I picked Economics on Master and choose Federalist for my government, so I was expecting an economy to come together sooner in the game. [/quote] I have found that the federalists kill your tourism income compared to some other politics. Try pacifist, it makes a huge difference for me. The differnce in starting income is like less tha 100bc with federalists and up to 190bc with pacifists

31 Replies 10,918 Views

I am not the player that some of you are and I have only won a couple of games above the challenging level. I probably wouldn't last a half hour on obscene. I do enjoy the game reviews and I tried playing with the Wyndstar settings except pacifist politics it was a head to head with the Arceans on a tiny map. With the speed bonus I had no problem grabbing most of the planets and I was surprised that I have had no economy problems. I have been accustomed to playing with economy ability b

6 Replies 5,330 Views

[quote]I really like the idea of doing a freighter-like upgrade system, as long as I have the option to let the mini-freighter sit at the Starbase during either war or when I feel the base is upgraded enough.[/quote] What he said.

14 Replies 8,705 Views

Minor races: I don't see them that much but it sounds like they are broke Major Races: I have noticed that but I trade or gift the tech if needed. I can see how that could be a problem if playing with no tech trading. Mining Ships: I qalways automate mining ships so I haven't see the first problem mentioned. I have pretty good luck holding on to my mines regardless of where they are, but I see your point. As for speed, I am pretty sure that is how they are designed to work. Fre

3 Replies 2,726 Views

[quote]Ps. does anyone know if someone has done something to change the fact that SMAC doesnt work on new CPUs? (I cant install/play SMAC or SMACX on my current computer ) [/quote] There is a patch that will let you play with XP (I play occasionally on my P-4) You get a crash warning message but it works perfectly. Google it BTW, SMAC is still my all time favorite game. GCII is the only game that has challenged it

38 Replies 21,456 Views