Diagonally? That's the way to move, according to Pythagoras. I don't get the point. What is wrong is precisely NOT moving diagonally. Remember we're talking warp displacement here. And perhaps you haven't read the threads about distances and the map representation? Warp displacement. I don't care what the other threads say. That's sounds like technobabble. You explain to me the rational by which movement range is in a square but senso
Actuarian
I really don't understand why some people have a problem with the idea of research going forward without any labs. That's silly. Was Newton in a lab when the apple dropped on his head? Was he in a factory? This is the perfect example of a nonsensical example.
I've used a stategy similar to LostHero's on a much smaller scale. I've screened uncolonized planets near me while you send my colony ships grab planets further out. The AI gets flummoxed when confronted by a line of ships, seemingly regardless of the difficulty level. I admit that this is a cheesy tactic. I personally think ships of different races should be able to enter and occupy any square so long as they are not at war with a race in the square.
To completely beat this subject to death.... I overstated the benefit of the trade boosting modules on economic bases. Cheap constructors cost 110 bc (hull and constructor module only). I assmue that economic starbases already are being built to help with production. Even if you are only averaging one bonus bc per turn the payoff is in 2 years for the first trade module and half that for the second module (20% bonus). Assuming you have five trades routes, I think you wo
Hi! With cheap small hull constructors and multiple trade routes you can break even costwise in a turn or two. Erm... do you also calculate the 5BC maintenace cost for every starbase? And additional sub-logistics building costs for 30th ot 50th of 100th starbase? And who'll defend them when those infamous pirates appear again? In GC-1 trade was great. I remeber having a game where 2/3 of my income was coming fr
Hi! build multiple economic bases at the start of trade routes to increase trade income. This can really add up. This is a place where you can use those cheap small hull constructors since they don't have far to go. Please note that building trade-enhancing SBs could be a big waste in Dark Avtar, as there it's much more difficult to get high enough espionage level to avoid assasination event. The "secret meeting - war has exp
SMAX is only a couple of dollars on the US Amazon site (jewel case). A credit card will do the currency conversion for you.
Here's my 12-step plan. 1. For the early game design bare minimum colony ships on small hulls. They are a lot cheaper. Ditto with constructors. They are basically a hull with only a colony or a constructor module. 2. I don't know how many starports you have, but don't feel like every one needs to be building a ship. Ships cost money, and constructors in particular cost a lot. Stopping the production of one or two constructors can make a huge difference to your budget. It's already b
Mumblefratz, when you see really bad topic titles that would be a great time to step in with some friendly advice, and with your shiny silver "Galactic Grand Who-ha" badge you get for moderator duty, everyone will bow down before you and assimilate into the GalCiv2 board culture. At least that's how it's supposed to work.
The quality of a discussion board is based on a combination of how it's designed and its functionality, who is in the community, and how it is moderated. I guess I was thinking of player-moderators more in terms of people willing to keep us unclean masses organized in a friendly manner, not a police job. You would definately need several willing volunteers.
kryo, Just last year the entire forum system was completely rewritten and replaced based on user comments. I was thinking it was a little over two years ago. My, how time sometimes doesn't fly. I'm sorry. Which front page listings are you talking about exactly? Excuse my lack of computerese. By front page, I mean the number of post topics that appear on page one of a folder. I understand your respon
For years now many people have been asking for this discussion board to be revamped. The main problems are that this board doesn't have near enough granularity and the front page post listings don't show near enough threads. Also the search function doesn't seem to work very well (that might be user error, but if so, the instructions aren't very good). Finally, kryo does a great job on the board, but I think he could use some volunteer help to keep things more organized. Eveyth
Dread Wing, I'm amazed that you would rather take the time to compose a second long rant than to try Archonsod's advice or email support for help. With all your IT experience, I'm sure you know that 'customer support' is not a computer program, it is people. You have to actually contact people to get customer support. You indicate that support is the SDC program registration and update method. You even give the program human attributes. You've never bothered trying any of our
I'm not too concerned about the time to completion bug as I simply estimate correctly most of the time by dividing the bc cost by about 9.5 I don't understand. How do come up with the 9.5? How does the bc cost relate to production capacity (and/or production bonuses and/or the social/military/research sliders)? How would you factor in changing plantary focus? Can you divide by 9.5 in your head or do you have a calculator handy? Edit
How long did you wait? Are you trying to play on a gigantic universe with a not-so-great computer? The load times can be really long under those circumstances (10 minutes or so), and sometimes the game will never load on low end computers. Try a tiny galaxy (it should load pretty quickly) just to see if it works.
@Mumblefratz I'm positive. This was a completely built up tecnological capital. I had auto-upgrade on and the upgrade arrow was there on all my research structures. And yes, I clicked on the tile with the arrow already there. The research structure on the 300% bonus tile simply cost more than the same structure upgrade on all the other non-bonus tiles. I think I might have been getting some credit for the existing structure, but the bonus tile (or something else) was affecting the upgra
When I tried to buy an upgrade for a research facility on a +300% bonus research tile it cost a lot more than an upgrade for a research facility on the same planet not on a bonus tile. Also the time to completion for upgrades on the colony management screen still overstates the time needed to upgrade. For example, I was ugrading mutiple economic facilities on a single planet. The time to completion always said four years but I got an upgrade completed every turn. Finally, the r
I'm not sure I would agree that Walmart is a reputable dealer, but that's probably off-topic Dread Wing, actually the customer service is pretty good. However, you won't know this until you contact them. You might want to try this before you pass judgement with an all-caps rant. Also, if you do contact customer support, don't start spamming them. Each time you contact them you overwrite
Yes, they stack. You can also really get a lot out of trade routes with mutliple economic starbases near them.
Yes 1.59.078 is 1.6b1, however there were issues with SDC updating the version number without actually updating the game properly for the beta patch (thus the download Frogboy posted). I do not know if this has been solved yet. As Cornhusker said, the game itself should indicate which version of the files you actually have in the corner of the main menu screen. I just now installed the beta via SDC. It is showing up as 1.6b1.
Minor changes to colony management screen. These two changes would allow for much less clicking between screens when managing the colonies. 1. Show tech project and turns to completion. This would help manage the focus buttons so you could tell if you went from 1 to 2 turns until project completion or from 2 to 1. 2. Show tax rate and allow people to adjust the tax rate from the colony management screen. This would help manage the morale/tax tradeoff early in the game,
Default base naming - Make the default name of bases, both regular and resource, tied to the type of base, like 'morale resource base 1' or 'economic base 1'. That way we'll be able to identify them with a mouse over. Technology screen- Show the number of research points generated instead of the amount of bc's spent. Show remaing number of research points left until current project is complete. This will help with focus management in the colony management screen. <b
That bonus tile will boost any manufacturing structure, but a power plant isn't a manufacturing structure. It's functionally a planet square morpher. It has the same effect as changing all squares by adding +X% manufacturing.
well, i think the factory on the bottom of the queue said some where around 12-16 weeks to finish and the next turn they were all done. it happened with basic labs -> xeno labs too. also i just had another bug on the older 1.5 with the power plants disappearing from a planet's build list after cancelling it. i was upgrading a Manufacturing Center on a 300% tile bonus to an Antimatter Power Plant, i don't even know if that works with a percent based structure so i cance
I was in the colony management screen(the list of all the colonies) and had one turn to go on a research project. I played around with the focus buttons to optimize my production then clicked over to the reseach screen to see if there was still one turn left, which there was. The next turn the research was not complete. This is because the tech screen is not updating properly. I did some testing and found that if you click around between the various screens a few times the tech screen will upda