IztokBitenc

IztokBitenc

Joined Member # 634240
0 Posts 43 Replies 16,214 Reputation

Hi! [quote](1) When you focus your production on a given category it doesn't update the research time-to-discover value. [/quote] Flaw. [quote](2) If you fly a troop ship near a starbase the civilization owning that starbase decides to go to war with you.[/quote] Feature for planets, flaw for starbases. [quote](3) If I fly a freighter to a planet and I already have my limit of trade routes the freighter will sometimes just disappear. I mean really.

6 Replies 5,810 Views

Hi! [quote]what defense can I make??? [/quote] 1) Turn off Korath. 2) Have a tiny ship with one weapon in orbit of each planet. BR, Iztok

11 Replies 34,156 Views

Hi! BigJKU, you obviously don't know that the AI stands for Aritficial Idiot. ;) Seriously, AI was programed mostly by one person (Brad Wardel) with the intention to give a casual player a good run for his money. If you're experienced strategist, AI simply isn't in your league. [quote]The programing, while challenging, is still a bunch of yes/no questions that the game already does on a global basis when deciding to declare war or not and so on.[/quote] Eh, you

17 Replies 11,498 Views

Hi! With Super Breeder you should have minimal money problem, because they breed so fast. There's just one thing you must pay attention to: morale at a planet must be at 100% for them to breed with 800% bonus. When planet gets to ~3B pop it usually pays for itself, and that's the treshold when you can start building/buying buildings on that planet. [quote]like start off with a heavy colony rush. I start off first couple turns purchasing a research lab and factory and

1 Replies 3,123 Views

Hi! [quote]I've seen a lot of people poo-poo the military starbase. I'm still pretty new to the game[/quote] When you'll bave under your belt more sandbox games, you too will pop-poo on the mil SB most of the time, because of 3 reasons: 1) they are static. 2) price/performace ratio for DA and TA is bad, and just average for DL. 3) In DA and TA they can't survive fleet attack. BR, Iztok

21 Replies 16,948 Views

Hi! [quote]Just start building influence starbases near many of their planets. Surround their homeworld (and any other high PQ planets) with maxed out influence bases and they will not hesitate.[/quote] AFAIK just un-upgraded influence SBs should suffice. More cheap method to get a war is also: park some troop transports in their space. It doesn't matter if you have troops in, just make sure they "see" them. Having very strong fleet in their visual range, or

8 Replies 12,547 Views

Hi! [quote]Crunching numbers isn't counter measure(s), coincidental or predictable.[/quote] True, but crunching numbers, or more specifically "bean counting" is the basic moving force of our civilization. Virtually noone will invest 1M$ per year for the next 100,000,000 years, for no return, and extemely low chance of some interesting finding. :( Besides, there are more serious and imminent thr

50 Replies 206,097 Views

Hi! As usual is wiki also in this case your friend: http://en.wikipedia.org/wiki/Comet_Shoemaker-Levy_9 The comet was discovered 16 months before the impact by Shoemakers and Levy. If Anthony Wesley would discover it, it would be named by his name. However Anthony Wesley isn't mentioned on that wiki page. Not at all. [quote who="Grottenolm85" reply="12" id="2316850"]they wou

50 Replies 206,097 Views

Hi! [quote]Try it on Gigantic [/quote]Don't try gigantic. AFAIK the AI is programmed and optimized for medium galaxies (~10 colonizable planets per player), not the gigantic ones. When I played one gigantic suicidal game, it simply didn't feel suicidal at all, but more like a maso one with a bit weaker start. BR, Iztok

16 Replies 19,838 Views

Hi! [quote]Sure, why not play against live opponents? What a brilliant idea. I'll just hop on Multiplayer that this game so graciously provides.?[/quote]You probably missed I haven't mentioned GC-2 when I mentioned live opponent(s). There are other 4x MP games around. [quote]Why should we purposefully gimp ourselves and hold back...[/quote]Ever heard of handicaps? ;-) [quote]... in a game whose selling point was the "awesome" AI?[/quote]Awesome AI <strong

11 Replies 10,396 Views

Hi! [quote]"Intelligent" is the AI setting that causes the computer to play at its maximum ability without receiveing any economic bonuses[/quote] I stand corrected. I wrongly used settings for "normal" AI. [quote]The computer-controlled civs are way, *way*, too timid toward the player even on the most aggressive setting.[/quote] IIRC while there are planets to settle, are most AIs in "expansion mode" - they don't "waste" resources on warships, but ar

11 Replies 10,396 Views

Hi! [quote] specifically the idea that"bonus production should do more than simply let you spend more."[/quote] In GC-1 a player that pushed bonuses to the limit, could have 300%+ as much bonus (=completely free) production as "regular" (=payable) production. Because of that in late game versions developers started nerfing bonuses, but game was still quite un-balanced to those that were smart enough to misuse bonuses (=live player). [quote]why is industr

6 Replies 7,098 Views

Hi! [quote]I play 1v1s against my friend on a two star map. I play Vasari, he advent.[/quote] Since this set-up gives him as an Advent quite an advantage, simply stop playing this map, and request something smaller. [e digicons]:thumbsup:[/e] BTW what game version you play? BR, Iztok

23 Replies 17,336 Views

Hi! [quote]Why does the AI in this game act so cowardly all the time? ... I play as Drath, huge map, 9 civs, Intelligent AIs.[/quote] IIRC inteligent AI has only 75% income and some higher "brain" functions disabled. Play the "tough" game and you'll get in war very soon. Not that it will matter much in that huge galaxy of yours, because the AI is optimized for medium maps and tactical decisions. BR, Iztok

11 Replies 10,396 Views

Hi! [quote]Any other nifty strategies with trade?[/quote] Don't build your econ on trading. Compared to income one could get from trade in GC-1 it's now over-nerfed. Trade routes also have a bit too many events that make them go poof. So you better use trade just as a diplomatic tool that also makes some money, and forget econ SBs. OFC there's also the exception: if you have only a few planets, trade can make a big part of your econ. [quote]

2 Replies 6,196 Views

Hi! [quote]9 races, Immense Galaxy, abundant everything[/quote] You're just paying the price for exaggerating with the game size. Game engine is simply not designed to process such large numbers of ships. Even if you somehow remove all AIs' ships, they'll rebuild them, and you'll be at the start of your problem again. So either you need to be patient with turns, or don't play immense abundand games. BR, Iztok

9 Replies 7,238 Views

Hi! [quote] however we are also getting 5 more tiles for a hypothetical PQ26 research planet [/quote] IMO the keyword here is hypothetical. How many have you seen recently? ;-) [quote]A PQ26 planet will receive 5 more tiles[/quote] Have you tested this or are you just speculating? Also, what game version? BR, Iztok

10 Replies 11,069 Views

Hi! [quote] is there any way to do a special mod or something[/quote] Like you already suspect when writing your IF... THEN... statements, that's in code and can't be modded. OFC you can edit your exe file to make desired changes, but making such a large change and keep program working is even for me way beyond my expertise, and I'm in informatics for 25+ years. BR, Iztok

3 Replies 4,228 Views

Hi! [quote] GalCivI can be revived [/quote] I did that some time ago, on my old portable, that could not run GC-2. Game was quite interesting, but after I've seen the final result I decided I'll not try another one. The reason was simple: the final statistics said that Arceans researched 12 techs, and obtained 43. Yep, OBTAINED. xo I had to research like mad, I had to struggle and trade and invade and whatnot to get those techs, but they just OBTAINED them, prob

20 Replies 18,646 Views

Hi! [quote]how do I mod the morale structures or the game itself to allow for any amount of population with no negative morale modifiers applied to population size? [/quote] Approval calculation is explained on wiki: How approval is calculated (DL 1.5 and DA 1.8) . If you read it carefully you'll see that just modding morale structure bonuses will break the game balance, beca

3 Replies 4,228 Views