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Arcanum3000
You don't need a 1 in every defense category, just a 1 or better in some defense period. Same with attack: If you have 1 attack on the ship at all, all the attack bonuses will be applied.
I don't know how you would've encountered it, but it sounds like the variable that stored your innate racial morale bonus "rolled over". That is, some bug somewhere jacked it up so high that it got bigger than the programming language variable could store, and the value wrapped around into negative numbers. It's one of those things that, under normal circumstances, shouldn't happen ever.
I believe the defense values are totaled and then rolled against, not that they're rolled against individually. I may be mistaken, though.
I'd say defenses are crucial as soon as you're dealing with enemy hulls large enough that you can't one-shot them, or when you're dealing with fleets of smaller ships. (This assumes approximate technological parity between the sides, or an advantage on your side. The Dread Lords and similar situations of overwhelming firepower are a special case.) The reason is, if you can't wipe out their ships almost immediately, they're going to get to
I had the ground combat draw thing happen to me last night. The weird thing is that a couple turns later (before I had a chance to reinvade), the planet suddenly had a population of 16000 and the red skull-and-crossbones symbol.
Empire-wide social production bonuses not being applied is a known problem due to be fixed in the next patch. No idea about the rest of it.
Huh, I've seen the radius of my bases increase from 1.1 sectors to 1.5 sectors. I don't have the slightest clue what caused it, though.
I don't think you actually win unless you survive for 10 or 20 turns.
I try to have an economy starbase covering any planets I plan on doing ship production on, and a military base on as close to every planet as possible. Protip: Upgrade starbase weapons and armor before you install other modules. You never know when you'll find yourself at war with someone.
I've noticed that most of the time if you do an "upgrade all" on a bunch of your ships, for some reason all the idle shipyards in your empire will suddenly start producing the ship you upgraded to. Really annoying, especially when you forget the bug is there.
Playing a game last night, I hit a weird bug. I tried to invade a planet, and through a quirk of luck, both the attackers and defenders lost when I skipped the battle animation. So there ended up being a planet still owned by the Arceans with no population. I don't know whether that's a bug or not. I'm pretty sure what happened next is a bug, though. After a turn or two, the planet suddenly has 16,000 population. No explanation in the e
2) The AI does not discriminate who it trades with. It's a single player game so effectively sweetheart/sweetsour deals = rand()%ulNumberofPlayers That may be the case for the "special" deals, but reading the log file it looks like the AI gleefully swap techs that they would never consider offering th
Nah, the mail system is actually pretty reliable, and "fast enough" in most cases. My box was mailed on the 27th, and it got here today. If it's anything of value, though, it's worth spending the dollar or two for insurance, and possibly tracking as well.
The only way I can think of to trick the AI would be to have one or more sacrificial ships with no defenses and some moderate attack power, and one or more ships with higher attack power and much higher defense and hit points. The idea being the AI kills off the weaker ships while the heavy ship pounds the AI into the ground. Probably not all that effective, really. That's a lot of production for little purpose other than to die.
Doh, never mind. It just arrived today via Priority Mail.
I don't usually grab it first. I've got better planets to colonize! I'll get to it eventually, or the AI will. It's not very useful anyway, so no skin off my nose. I'll just conquer it later.
I ordered a combined download and boxed copy of GalCiv2 on Friday. I've been enjoying the game from the digital download, but I'm wondering how the box is shipped, and when it usually goes out. I haven't gotten an email or anything saying it was shipped, or how it was shipped, or anything. Can anyone from Stardock shed some light on this?
While effective, that requires a significant lead in technology to pull off, I think.
Miniaturization is nice for cramming a little bit more on what you've got. If you need lots more firepower and especially durability, bigger hulls are the way to go.
I agree with Star Pilot. There's nothing wrong with using the cargo hull as a base for a sensor ship. The whole point of the "cargo" hull is that it has lots of space to put stuff, but no durability whatsoever. That's perfect for a radar ship.
And I thought +20% to PQ was helping me. KAAAAAAHN!!!
I just finished a game on Normal last night. Custom race, +20% Planet Quality, +20% Research, Ion Engine technology to start. First, design a faster colony ship. One or two ion engines, a colony module, and a bunch of support modules. Also design a fast, long range, long sensor range scout ship. Base it on the cargo hull, not one of the small hulls. Buy your first factory outright. Also buy at least one of your new scouts. H
Eh, if I really care, I usually buy the first factory outright anyway. It's faster that way.
See the "pPlanet->IsKnownBy(QueryID()))"? The only way it can know a planet is if a ship flies near enough to spot it. Maybe you need to take a look at your code for IsKnownBy and whatever function(s) flag objects as being known by a particular player. What you say should be happening just doesn't s