Red_Priest

Red_Priest

Joined Member # 2688260
0 Posts 1 Replies 5,175 Reputation

[quote]LOL Loup, dude, my ass has a silent alarm on it. No sooner does it hit the seat then i'm drastically needed for something, like reaching a bowl on the top shelf or something else that couldn't possibly be done without me.[/quote] Maybe your wife is Altaran too. As soon as she is in trouble she can convince you to come to her aid (super organizer) and overcome her foes (bowls in high places etc). [e digicons];)[/e]

25 Replies 14,351 Views

I think those of us who play Galactic Civ (especially those of use who play it a lot) have always known that we are a little different from the people around us.Consider the following points: -We galactic civ players tend to enjoy intellectual activities more than most people; we like it when games make us think and enjoy researching better strategies. -We galactic civ players don't have the need for our games to move quickly; we are happy with turn-based games. -We ga

25 Replies 14,351 Views

I don't have too much new to add to the discussion, but thought I would at least voice what I would like changed most. -[B]Diplomacy:[/B] -Allow vassals -Allow players to threaten other races example: "get that influence base out of here or else!!" -[B]Espionage: Make it less abstract such that[/B] -[U]players can reserach how to insert agents into enemy territory by:[/U] -smuggling on freighters<br

242 Replies 397,083 Views

[quote]And is it just me, or are the Ilwrath in the wrong place on that map? Too high up, should be left of Earthling on the edge eh? And technically the two races (don't want to type their crazy names) in that area didn't exist during SC2![/quote] I think that the map shown is from the paper one that came with the game and was needed for copy protection. I admit that when I did not have the map, I played the game so much that I could occassionally guess which star system the copy prote

11 Replies 7,654 Views

That's exactly the sort of thing I was thinking of. You could kind of do that in the game Alpha Centauri, but it was more just a matter of using standard diplomacy screen and the other race/faction doing what you say without you offering them anything. What would be neat is if you could also free races from their enslavement (maybe by liberating their home planet and kicking enough of the oppressors out of their turf). Perhaps the race is enslaved by having its homeworld taken over and remains e

11 Replies 7,654 Views

Others have commented on how much the plot in GalCiv is like the classic game Starcon2. I do find the similarities rather humerous. One analogy between the two games is the role that the Drengin and Korath play in comparison to Ur-Quan and Kor-Ah in Starcon2. This got me wondering if I was supposed to think that the Drengin were kind of like the Ur-Quan and whether I was supposed to be scared of them. The problem is that the Drengin really are not that scary. They seem rather humanoid and somewh

11 Replies 7,654 Views

In regards to the Arcean being weak, I completely agree. They are not nearly agressive enough in expansion. I found them to be much better in DL. In regards to the Drengin being weak. I do share a little of the concern expressed above, but I don't mind it too much. I think that the Drengin are weak partly because they get into so many wars (which suits their personality). Not only do they start wars, but because they are evil and have crappy diplomacy others are prone to attack them as

11 Replies 10,317 Views

[quote]I'll look into this! I'm always looking for an excuse to update the AI.[/quote] Excellent! [quote]Once, in trying to test an invasion-related bug, I started a masochistic game on a tiny map with one opponent, made contact ASAP, researched invasion ASAP, traded the tech to the other race, gave them transports filled with soldiers right next to my homeworld, and declared war. The transports sat there without moving for over a year before the AI pull

15 Replies 9,495 Views

[quote]Well, besides those suggestions, do you have "Force AI to use max CPU" on, and do you have a good computer?[/quote] Actually, I have not tried that. It is worth looking into. I suspect that it might make the AI use the ships to defend a little better, but maybe not. I have seen the ships not move at all from the planet they are parked on to attack an enemy spore ship (heading for the neighboring planet) that it could easily reach in one turn with enough movement points to get bac

15 Replies 9,495 Views

[quote]An issue I had noticed while playing that I didn't see fixed was trade routes not disppearing when destroyed. That is to say, if you destroy enough trade ships, a route will stop working, but the track for the route will continue to be displayed until you reload the gme.[/quote] I have noticed the same thing, but it has been present for quite some time (perhaps in the betas even). I suspect that this is intended. Sometimes the route is destroyed other times it is not. I am not su

54 Replies 153,947 Views

I have had all those mega-events that you have listed. I don't think you can do anything to bring these events about. It is luck, but probably not based on your luck, especially if some of the events (such as pirates) affect everyone generally negatively. It is hard for me to say because I often take Alterans with +25% luck attribute and then later through research get additional luck. When the peacekeepers did come they were protecting my turf so it was pretty nice. I am sure someone e

1 Replies 2,741 Views

[quote]You could try giving multiple ships.[/quote] I have tried doing this, but I find the AI will either park the ship where it put the other one or (what is better but still not great) park it at another planet. Even if the AI were a little smarter in how they use the ships I give them for defense I would be somewhat contented. I have seen them fly the ships well away from where the real fighting is back to their capital where their opponent might not even be able to reach them. That

15 Replies 9,495 Views

Hi, Generally I am pretty pleased with the AI in the game (I have DA and TA installed), but one problem that seems to keep popping up with the AI is that it seems to use ships that I give them rather poorly. I often go big on research and try to remain at peace because my empire is scattered everywhere (planets, resources, other starbases etc). The military ships I do build are way often more powerful than everyone elses such that each one could take on their entire fleets. One way to keep the g

15 Replies 9,495 Views

I have been playing with the new patch over the weekend and so far no crashes when using spies so far. Hurrahh!!! Also, thanks for fixing the trade income bug. And especially thanks to CariElf for putting that zip file up that fixed the AI and ship components bug when everyone else went home.

54 Replies 153,947 Views

I had a save game problem similar to what it sound like you are having. It happened in my first game with the latest patch. I think that the problem was with the quick-save and autosave game files. What I did was delete my old autosaves and quick save and this seemed to make things run fine. (By the way I deleted them from within the save/load game menu in the game, not in windows). Your old game might not be salvageable given how much saving and loading you have done, but if you start a new one

3 Replies 3,914 Views

Hey Stardock, is there at least a way we can maybe revert back to the most recent beta of ToA? The research and trade route bugs weren't present in that. I think I would gladly uninstall the game and use the beta instead.

121 Replies 276,125 Views

Nice discussion here. I think everyone would agree that some degree of balance is needed, but despite this I think that there are interestingly different ways of balancing things. I go huge on research (Altaran + all research bonus + technologists party). I also give max econ ability bonus. I do go big on econ and population building bonuses right off the bat, but because my research is so good I can get these researched quickly. And yes, I research recruiting centers and place one on every plan

27 Replies 30,952 Views

[quote]I like the "alleged" thing because I've seen a few "bugs" posted that would be game breakers for me and no real official response as to whether they are bugs or not. At this point, for the first time ever, I've decided to hold off on getting a galciv product until after the first patch (I usually don't do beta but do buy on release day).[/quote] [quote]I don't know how many times I've posted (on various forums) how amazing Stardock is about supporting their games (as one

121 Replies 276,125 Views

Thanks for the feedback folks. I had not thought of putting weapons on the trade ships for purposes of military rating. Interesting idea. In regards to: [quote]It can be increased with econ starbases. If you plan the route(s) correctly (and maximize the bases), you can make a lot of money.[/quote] I agree that trade used to be very useful and I would get loads of cash from it, especially when using a bunch of trade ports on econ starbases. But NOW in ToA

9 Replies 9,148 Views

Hi, I was noticing that the trade route income in ToA is really quite low. Is this a bug or is it supposed to be this way. I suspect it is a bug. In the last beta and in DA I used to make around 80ish bc per route on a large map with Altaran. Now I only make around 10 bc. The trade turn shows negative numbers and distance seems to make almost no difference. Lastly, my persistent trade route rating in my civilization stats says my rating is a few hundred million percent. I don't know what

9 Replies 9,148 Views

I play as Alteran with full bonus skills on research and with technologist party, meaning my research rating is awesome. I also play on reserach level slow. However, nightmare missiles took 100 turns!! Ouch! Many planets have highest level research buildings all over them (not neutrality learning centres though). My spending is 100% and research is at 70% (and have some fully upgraded research resources). Btu still 100 turns?! Thankfully I have creative good researched and also spent one ability

121 Replies 276,125 Views

Like everyone else I love the game, but here come my preferred fixes/modifications: 1-FIX TRADE ROUTES. Right now they are hardly worth it and distance seems to make no difference. It seemed to work fine in the recent betas but right now it is really wonky other than for diplomatic purposes. It is really irritating and I am tempted to revert back to an earlier version if possible. 2-Fix the bug that occasionally causes crashes when I use spies on planets. 3-Make the as

274 Replies 740,448 Views

[quote]I love the game... but where are the professional reviews? I can't find a single one. Metacritic doesn't even have a post for it[/quote] I have been wondering the exact same thing. I am going to be pretty pissed if ToA does not get much press. Even if the target market is not as big as it is for other games, it should be recognized as the excellent game it is.

53 Replies 151,438 Views

I am actually quite surprised that not many people have noticed the trade bug. I used to use it as a major source of income, but now it is almost useless except for diplomatic purposes. Also, I noticed in my stats and graphs that my trade rating was an obscenely large despite my only making about 10bc per route going across a large map through various trade modules. I doubt that the trade modules make a difference, but it is hard to tell since I usualy make them so that they touch all my trade r

12 Replies 6,214 Views

Just a minor bug report. The title pretty much sums it up. I tried using a spy on the dread lord planet (after the Korath were wiped out) and the game crashed. Unfortunately when I reloaded my game I could not reproduce the crash. If it matters, the Korath had a spy on one of my planets while I wiped them out. It was of course gone after I took their last planet. I just thought I would mention this in case part of the problem is in keeping track of spies.

1 Replies 2,965 Views