slabster

slabster

Joined Member # 649230
6 Posts 219 Replies 202 Reputation

Personally I'd try building some influence starbases next to the Iconian's worlds. Dont do it piece meal either. Build all the constructors and then position them to flip the Iconian's worlds. Then strike quickly with a single turn build while using diplomacy to stall the Iconians until their worlds start flipping like hot cakes. The Iconians will allow you to absorb them like that but the others will become aggressive if your on tough or higher. You'll probably get the secret meeting event then

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Actually, in 2nd year there was this demo by one of the graduate groups where they "beamed" 10 lbs of sand from one end of the lab to a dimensional interface receptor at the other end, outside the interference range of the dematerializer/transmat rig. It was supposed to pop out again on a clear platform in the U. warehouse at the spaceport - but - (ahem) something must have bumped the settings before the official demo. It took about 3 days to get the solid silicon plug

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Please see my post in the thread Increased Trade Network by Zman2100 I have discovered what appears to be a production bug and would like to see if it can be reproduced by other players.

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Reply to Delete in Strategies

Today the final tally is in with a REMARKABLE discovery: I took my previous measurements while my pet civ the Lentzlandians were at war with all the major civs. Sunday morning I contacted all the major civs and bought peace for the Lentz with them. After everybody made peace 2 incredible things happened: 1) The Lentz (which previously had been building ships stopped doing so and established trade with my civ at relations friendly) ... This caused my military productio

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Reply to Delete in Strategies

Are you playing DL? DA doesn't have logistics as far as I know, just a 5bc per turn maintenance fee?

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Reply to Delete in Strategies

Postscript: I also gave the pet civ all the trade techs so I could compound my starbase trade bonuses, however, the pet civ's trade routes don't last long as the other major civs will actively interfere with its trade...

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Reply to Delete in Strategies

Postscript: I forgot to mention 1 tile in the test subject was an economic capital from the prexisting civ....

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Reply to Delete in Strategies

Conclusion: The Korx Supertrader ability is deadly if used properly in large or greater maps. Having 1-1.5k bc route average income per turn is acheivable if you can aquire a minor civ in a sector capable of exploiting the 20 starbase configuration with 12 traderoutes from your largest trade planets to the pet civ (as long as you have the Galactic Privateer acheivement and a sufficient military to protect your civ and starbases. Once you establish routes some adjustment is required to acheive op

40 Replies 25,725 Views

Some one posted an interesting treatise on all labs being superior to all factories. I have discovered that all basic factories with starbases is superior to all labs because of additional undocumented bonus production which is free - resulting in a measured bonus of .8 free to .2 at cost. This results in significantly cheaper research (not greater) which can (in special circustances) be entirely funded by trade revenue if your using the Korx with special abilities. (In summary) Leaving players

71 Replies 186,842 Views
Reply to Delete in Strategies

Postscript: It is more likely the case that the quantum power supply +100% bonus adds directly to the other bonuses and that only the starbase +384% bonus is actually charged although the numbers still do not match spending at 50% cost(i.e. 86bc spending expected). The cost breakdown on the planetary amangement screen, however, for military production would have to be incorrect somehow ...

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Reply to Delete in Strategies

Dear Iztok, My test subject is a PQ15 planet with moons. Planetary improvements are as follows: 1 civ cap 12mp 12bc maint 1 CEC 1bc maint (+20 morale) 1 Starport 1bc maint 1 SE 1bc maint 8 Basic Fac's 0bc maint (4mp ea=32mp total) 1 QPS 3bc maint (+100%) Summary correctly reports 44mp total employment sliders are 60%/20%/20% (M/S/T) industry slider is at 100% employment tax rate is 69% approval is 100%<br

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Reply to Delete in Strategies

What your saying is true to a point, however, I have discovered a situation ... an exception if you will, whereby the AI can be molded into cooperating. In my current test senario, 1 minor civ exists within my territory the "Lentz" is how I will call them, an offshoot of the Terrans. They exist in a cluster of 4 worlds where I inhabit the other 3. The location was suitable for investigating the 20 starbase senario. I was able to cover 2 worlds with 384% starbase bonus each and 1 with a 288% star

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Dear Frogboy, I have also observed one other condition that causes ships to lose their rally point and/or destination. Namely, when the AI initiates a diplomatic screen, which it did in one of my recent games, some ships were still moving. After the screen closed I had to reassign rally points for 2 or 3 ships which hadn't moved or hadn't finished moving when the diplomacy screen was initiated. I suspect this could be responsible for some of the AI/player ships losing their destination,

400 Replies 126,254 Views

Excellent work Iztok Bitenc, I personally still prefer to check everything, whether its in the Debug, or Wiki. Sometimes the game seems to have bugs that skew the stated values. An example? Currently I am studying trade and economic starbases in DA. What useful bug did I find? It seems the problem with ships having destinations without ever moving also applies to the "little" freighters that go between destination. I have discovered that they will randomly hang up at starbases - which i

50 Replies 34,790 Views

Dear Wyndstar, Your post HUGE Off-type Defence Bug is cause for considerable concern if it is the case. Something is definately wrong for your example if it takes 110 points of massdriver damage to penetrate 4 points of armor, regardless of the amount of shields and pd. In your example 25 points of shield and 81 points of pd ... are these random numbers or actual ships you designed? Even if armor were to hypothetically degrade massdriver attacks by the square root your stats shou

34 Replies 27,757 Views
Reply to Creativity? in Game Talk

The AI success with creativity may not be fully reproduced for human players. I haven't looked into it yet, since at present I am focusing specifically on trade and starbase bonus production. Something for the back burner I suppose ...

58 Replies 28,781 Views
Reply to Delete in Strategies

It's been a little frustrating trying to accurately measure starbase trade returns at this point. The AI likes to attack the trade recipient inorder to destroy the routes. This is particularly true with minor races. I was attempting to create economic starbases at multiple trade junctions only to have the AI destroy the trade routes I was using before I could fully upgrade the starbase itself. This type of active dynamic doesn't lend itself to study very well. I'll have to create a minor race de

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Also remember that your original race is now an AI so if you recorded your original data very painstakingly, you can extrapolate the new AI differences. Statistically you need 30 samples or 15 game records to accurately predict the difference using the same AI [i.e. Z must be >= to sample size 30, also watch out for possible aplha and beta errors ]

50 Replies 34,790 Views

Allow me to add my 2 cents please... as a suggestion start a game on suicidal with no fog of war enabled (using cheats) do a ctrl-shft-z to your suicidal opponent and look at what ya got! Nuf said...repeat with each of the other settings as required ... rinse and repeat

50 Replies 34,790 Views

It would be a help if the ship presently selected was highlighted somehow. Maybe it flashes at fast speed or changes color. It is frustrating whem you think you have selected a ship but end up moving a different one. Selected ships have an animated cursor around them. I'm not sure what you mean by tithis. Dear Frogboy, I too have experienced this effect where the ship in the current display remains highlighted after movement is exhausted with what I will call a "gh

400 Replies 126,254 Views

ToS Iceman "Well, it's because of opinions like his that this game will never be fixed." Have you ever had trouble installing or running your GalCiv game? Does your game lock up or crash on you unexpectedly? I suspect from your posts that the answer would be no. They have a small team that focuses on these problems first. How do I know this? Not because I am involved in their business I assure you, but rather because I too have had such problems and I must say their speedy and

42 Replies 22,241 Views
Reply to Delete in Strategies

The use of a starbase with both trade and industry modules positioned on a trade route that makes enough money to break even is equal to the maintenance of the starbase plus the cost of the bonus production. At 5 bc per week, that's 260 bc in expenses plus 1bc per every 2 IUs or tp produced. Since 3 is an odd number, I use multiples of 6 for easier calculation (i.e. 2 mp, 2ep, 2tp at a cost of 3bc), therefore 36 bonus production costs 18 bc. That's 936 bc per game year (52 weeks) plus the mainte

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Reply to Delete in Strategies

Sorry if the numbers seem odd, its 260 bc for starbase maintenance at 5bc per turn for 1 game year. With a starbase trade bonus of 60% a trade route needs to make 433 bc for a year, or 26 bc average per turn, inorder to break even. Sorry about my confusing explanation above. Got rushed and did a poor explanation it seems.

40 Replies 25,725 Views