ignuss

ignuss

Joined Member # 2351771
11 Posts 506 Replies 259 Reputation

That's because you haven't started a new game in 1.1 yet. If you do that, you will be able to demolish starports. Wonders will always be indestructible.

6 Replies 3,999 Views

No, some components get bigger with the hull-size. Probably doesn't do a difference here though since you use a huge hull but it's easy enough to check. Click on Defenses without choosing a hull and you will get the size unmodified by hull-size. If they still are identical, then it's a bug.

7 Replies 5,475 Views

Yes, certain AI:s, terran for example, would benefit from valuing diplomatic techs alot more. While others, for example drengin, should keep ignoring them like they already do and focus on what's IMO important, cooler looking guns and bigger hulls.

31 Replies 14,563 Views

I stopped seing that bug in beta2 of 1.1 so it's weird that you and some others have it now in 1.1. The only time-left-bug I have on the planet screen is when there is nothing in the social list and it says 'Never' if I select a project in the list but that's because all social is going to military.

4 Replies 4,477 Views

You could stop playing Yor for one thing. Being able to build Colony Ships with 8 movement by turn 4 doesn't make the game harder exactly. In my own experience, the AI is much superior to 1.0 although I still have no problem beating the crap out of them one at the time. Haven't played any game far enough to see if all the remaining AI:s will unite against me. That will probably make it a little harder to win by military conquest.

30 Replies 25,818 Views

I think the problem is that the AI makes new designs to seldom. He makes 0/0-design when he hasn't got any weapons which I can understand. Then he researches lots of weapon techs but it takes a long time until he actually makes a new design that he can build.

16 Replies 8,630 Views

And the engine team got my new option in -- "Allow AI to use extra CPU time" that people who are willing to wait (or have really powerful CPUs) can set the AI to use algorithms that are more time intensive. Shouldn't it be possible to have the AI design new ships every time he research a new ship component

53 Replies 67,041 Views

There are spelling errors and such in the game. Why don't you want these to be fixed? Really, I have no clue why some people like the typos so much, so please enlighten me. Look at this thread: https://forums.galciv2.com/?ForumID=274&AID=114845 A Stardockian fixes typos. So it seems that at least not all of them love the "faulty translator" as much as you do.

74 Replies 18,930 Views

Sorry Strategist but I wish you'd just go back to Civ 4 (which you keep saying you're going to) and leave us alone. Your constant bashing of the game is getting old. Go back to your cave, troll. Sorry bu

17 Replies 11,578 Views

Yeah, I reported this bug fairly soon after release. Good job on the description. I have also seen this happen with both production and research buildings but it wouldn't suprise me if it could happen with different kinds of upgradable buildings. I have also noted that if you reload the game, the "fake" factories/labs will become normal and start producing correctly.

12 Replies 4,398 Views

But almost NO ships the AI built so far in ANY game had much defe (more than one point) implemented. The Terrans had massive defense in my previous game, was beta4. They had researched every armor technology except the last since I was using massdrivers and on a quest to unite the galaxy under my rule. I was kinda glad that they were on the opp

26 Replies 12,878 Views

+ Iconians are now good (were neutral). How can you explain this in light of the "consider themselves heirs to the Dread Lords" flavor text ? And what about creating the Yor? That's probably a typo. I suspect that they consider themselves heirs to the Arnor, not the Dread Lords. And they created

88 Replies 129,641 Views

I colonised 14 planets in the first halfyear in my latest game. I don't have any problem with this change. A good strategy is to buy an entertainment center on the homeworld turn 1 so that you get 100% approval. That means 100%-bonus growth rate. Then see that you keep it at that, even if it means lowering taxes. You will gain much more longterm by keeping the majority of your planet a 100% and gaining a big population quickly and always of course sending out 500pop-colony ships. It wo

31 Replies 10,391 Views

Two things. 1: I hope you're using a real rand() implementation and not the standard library one. It has crappy random properties, particularly in the low bits that you are using. Yep, it doesn't seem to work correctly. Dunno if this is the reason or something elsewhere in the code. I have reported before that not once in all of my be

26 Replies 12,878 Views

You do know that you get abilities from technologies, right? And since you start with some technologies, you will get some ability-bonuses at turn 1. For example Altarians, they start with among others Xeno Communications and Xeno Engineering. Xeno Communications gives +5 Diplomacy and Xeno Engineering gives +10 Social Production. Mystery solved.

6 Replies 5,997 Views

I downloaded 1.10.12 from SC moments ago. Problem is that it downloaded the 1.0X.1-patch instead, downgrading my game from beta-4B to 1.0X.1, while at the same time SC says that I'm using 1.10.12. I did a quick check and I have lost all the new 'new game'-options so it isn't just a display-bug. Just so you know.

88 Replies 129,641 Views

They increase your loyalty +10 / building. Loyalty in turn makes it less likely that the planet will rebell and join an alien civilisation if they have a much higher influence on the planet then you have.

2 Replies 3,047 Views

I agree. +25% soldiering is worthless most of the time since the AI:s usually are so bad at it anyway, while I at the same time fly around with 120 in soldiering. It would be better if it added a fixed soldiering-value on the planet. That would probably make it much harder to invade an AI planet that had build planetary defense and would also make the more destructive invasion tactics more useful.

14 Replies 4,932 Views