In the ship detailed-info screen, at the bottom of the Description area should be the words, "This ship was built on [PlanetNameHere]." So you can see where each ship was built at. :) Currently as of 1.03A.057 this information is saved, but is not shown anywhere in the game that I know of.
Interstellar
I would like to be able to have my ships enter/leave uninhabited starsystems instead of having to go around. I don't need the defensive bonus; just being able to move through it just like it was a friendly system. The reason is to be able to use the 'slingshot effect' of those empty starsystems. When moving ships, you can use friendly starsystems to move a bit faster because of the fact that moving in/out of your starsystems costs zero movement points. (I attribute this phenomenon to th
I was racing one of my constructors to a remote influence-resource when at the last moment a Drengin constructor swept in and beat me to it. (Damn, I hate when that happens!) However, the next turn instead of building its hard-won starbase, the Drengin constructor turns around and heads off in another direction, basically surrendering the resource to me. I was glad to take it, but why did the Drengin do this? I had no other vessels in the area besides my defenseless constructor, so he c
Here's a scouting tip. Always move your scouts diagonally. They uncover a lot more territory per turn moving diagonally across the map. It's more difficult to keep track of than moving them straight across and up/down, but it's the most efficient use of your units.
As you progress in the game, there are more ships, more social projects, more star systems, and more starbases to keep track of. Your computer is not infinitely fast, so naturally, each one adds a tiny bit more to the load time.
1) Option to store random seed in save game file for increased difficulty and resourcefulness. (As in Civ3.) 2) A lot more planetary surfaces needed. I have 14 planets which all have exactly the same appearance from space. How did 14 different independently-developing planets light-years apart from each other happen to come up with the exact same layout of oceans, landmasses and weather patterns? 3) Need a level of espionage which gives me agents on random enemy ships and starb
Sometimes I get UP issues that don't make sense. Maybe someone should tweak these problems. Here are the ones I've seen happen: Galactic cease-fire issue sometimes comes up when nobody is at war. A ban on terror stars, before anyone has ever heard of a terror star. (They haven't been researched by anyone yet.) Starbases must assist allied ships, but there were no alliances and in fact the Alliance tech had not yet been researched by anyone. Not only that, but I don't e
Yeah it would be very nice if there was an in-game distance measurement aid. Counting squares becomes very tedious after the millionth time. Trying to figure out if you should go left or right around a planet to get somewhere far away, etc. Civ3 has a very nice distance measurement system built in. Very easy to use. I never had to count so damned many squares as I do now, heh. :(
Oh man, that sucks. I think fleet combat would be cool. That would add a whole new level of strategy to the game... Quality vs numbers. Sheesh, if the GalCiv combat model were used in WWII, each German panzer could kill 10,000 American M1 tanks, but in the real world that didn't happen. I wonder if proper "fleet combat" will ever be implemented in a patch. Hmm... :notsure:
Grrr... it made a link where I wanted it to simply write the address. Anyway, you get the idea. Where it says "Link" there's supposed to be the address of JavaScout's page.
If you want to keep it updated, you'll need a way to mirror it yourself. Use a free software tool called WGET. (It's one of the GNU tools; you should be able to search for it on the net.) It's a small command-line tool. Use this command: WGET -r -L -l20 -N -nH http://webpages.charter.net/trevorpowdrell/index.htm This will create a perfect mirror on your local hard drive, so each time a GalCiv update comes out, you simply run your batch file again and get the updated info. :)
Well I used to love building scouts and sending them all over to find the best planets and resources, but now that constructors cost 200 points, scouts are a lot less useful. The only things scouts are good for now is creating frustration while you're waiting 3 years to build a constructor to go after that nice resource the scout found, only to watch the computer take it away before your constructor can crawl there. >:(
Cool I just found that simulator in the Metaverse and it's going to be extremely helpful. Now the only question is.. How does stacked battle work? On the simulator I did a simple test of one fighter against one defender, with 1000 attempts and the fighter never won even once. It did say that 7 fighters could take out a defender, but didn't go into how or why, and there's no option to simulate such a battle in the simulator.
Costs the same maintenance for 3 defenders as 1 battleaxe, but 3 defenders have total of 9 points of defense and 75 hitpoints between them while battleaxe has only 40 hitpoints. How do you figure out when it's better to have more ships and hitpoints, or fewer ships with more defense on each one? I'm assuming the 9 points of defense don't add, but other than that the manual doesn't go into much detail about how battles work so it's hard to figure out what to do.
Yes, whenever you take a huge hit from 'doing the right thing' then you earn a lot more 'goodness' points from that event. On the other hand if doing the 'good' thing means you didn't gain or lose anything, then you only get a one point shift. What I want to know is, do you ever eventually get anything from taking it in the rear by being good the entire game? Seems like nothing beneficial ever comes from doing a good deed in this game. Does that mean the game developers are biased towar
Argh! It's getting worse! :sniff!: They now have 3x more influence than I do in this sector and in all surrounding sectors. The sector contains two of my planets and one Altarian planet. Both of my planets are higher PQ and higher population than his, with lots of improvements. The surrounding eight sectors are empty except for three starbases which are all MINE. Why is he winning??? He is set on 'intelligent' so he should be getting no bonuses from that. I did some spying and discovere
Hmm, that's a thought. Everyone is neutral to me right now but I'm kinda resistant to the idea of giving away all my stuff just so somebody will like me. Maybe I should get over that, heh.
hehe, funny ;) Well the Torians are kicking my butt at influence now too, and they've got even less population than the Altarians. I haven't seen any of their space stations but I've got a couple with more on the way. I'm just wondering if there's anything else that affects influence besides population and +influence bonuses. My military is quite small--could that have something to do with it? I've been putting all my efforts into building lots of constructors for building space statio
The Altarians seem to have much greater influence than they should. Immediately from the start of the game they amassed more influence than me. Over time it only got worse. I have a much greater population than them, with more planets and starbases, and my planets have greater PQ than them. I am building Embassies and other +influence structures. Yet, they continue to eclipse my empire. Half my star systems sit in supposedly Altarian-controlled sectors, yet there are no Altarian starbases or pla
If the Torians immediately sue for peace instead of meeting their alliance obligation to the Arceans, then their relationship with the Arceans ought to cool while their relationship with the player ought to warm. In other words, there ought to be an implicit amount of time they should remain at war in order to meet the obligations of their original alliance. If they fail to meet that obligation then there should be political consequences, depending on how severe the 'breach of contract'
In my first 'Challenging' game (still in progress) the Arceans for some reason appear to be bankrupt and stuck on a single planet. All other races are doing well with 3 to 5 planets each. There are no other yellow star systems remaining in the galaxy, but there are two perfectly fine class-14 planets in quadrants adjacent to the Arceans homeworld, but he won't touch them. In fact no AI player has touched them. The only reason I haven't colonized them is because they're still out of range of my c
I'm running 1.02 (because my game computer doesn't have Internet access so I'm restricted to only web-downloadable updates), and I'm wondering if all these "little bugs" are going to be fixed. Minor things such as: Minor race picture not updated correctly when switching between screens. Incorrect/incomplete info given when clicking buttons on negotiation screen. (For example, all races always indicate they are at war with 'Space Sharks' even though there is no such thing.)