thongor

thongor

Joined Member # 639855
0 Posts 0 Replies 40 Reputation

Hi. I'm trying to install my old GalCiv CD on my daughter's computer. She wants to play but I uninstalled it off of my PC months ago. It's asking for a serial #, but I can't find it. I thought it might have been part of my Stardock account, but Stardock is not on my PC anymore so that's kind of stuck. If anyone with Stardock can retrieve the serial # for my CD, please email it to me at [email protected] Thanks.

4 Replies 4,808 Views

[quote]Again, with MoO1, an experienced player COULD guarantee what tech they would get. Just by controlling how much they spent.[/quote] You must be thinking of a different MOO. In MOO1, the techs in your research list were pre-determined when you started the game. No amount of research could change that. That's why you have to use espionage to steal key techs from other races.

81 Replies 6,233 Views

I am a big fan of GalCiv and the original MOO1. In fact, I've started work on a Java version of MOO1. A somewhat-dated walkthrough is here: http://www.raykerby.com/jmoo and you can follow the progress of the project on my developer's blog here: http://www.raykerby.com/blog One reason I like GalCiv so much is that they clearly devoted so much attention to the AI, rather than resorting to multi-player

81 Replies 6,233 Views

Most circular galaxies are relatively "flat", making a 2D representation perfectly acceptable for a PC game -- especially considering that it must be viewed on a 2D video monitor. If you *really* wanted to add 3D to a space game in a realistic way, it would be in tactical ship combat.

42 Replies 960 Views

"Yeah, one of the things on my list is to give all sliders with a value an entry field to type an actuall number in." Actually, for the science slider, the key thing would be knowing how it affects the "months left to research" without having to constantly go back to the research screen. It would be nice to see on the economics screen a little field under the science slider that said "1 month remaining" and then, click click click, it shows "next month". The advantage

24 Replies 742 Views

"We're certainly not trying to make things tedious!" I must admit that I was concerned my comments would be taken as an overall criticism of the game. I LOVE GalCiv. I think it is an awesome game. But I have played enough 4X's to know that the interface is an extremely important issue for long-term loyalty to a game (and the subsequent sales of GC2 it would create!). I know that I am not the only guy who has found a way to keep the ORIGINAL Master of Orion on his hard drive for

24 Replies 742 Views

"In real life, haggling is tedious. Haggling for pennies will get you a bum reputation. Maybe Stardock feels that if you want to haggle that much, you should have to go through some tedium to get there. " That seems possible, but I remember the discussion on this forum when they added the little scroll bars in an early patch. Before, we didn't even have those! :sniff!: My only objection to your position is that it could be used to justify any form of tedium in any game. If th

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"GalCiv is remarkable in how FEW of these kinds of click-fest bits of tedium it has, but that also makes the few it does have stand out like sore thumbs. " I agree completely and I was really concerned about my post coming across as a complaint. I think GC is an awesome game and the Stardock crew will get my money as long as they continue updating it. Of the items I listed, I think #3 is not really a problem because it is just a one-time adjustment. It is the others that result

24 Replies 742 Views

In regards to the trade display on the diplomacy screen i would be happy if it was just possible to tab back and forth between BC and months. That's because of the mouse-to-keyboard-to-mouse problem. If you could use the mouse to make single-BC adjustments, it would be much cleaner. Adjusting the amounts with the mouse automatically trigger the green/yellow checking. Right now, typing in amounts from the keyboard do not. Unless they figured out how to do that (reevaluating the

24 Replies 742 Views

As a long-time MOO fanatic (the original version), I hold a great appreciation for what SimTex accomplished. Beyond the strength of the gameplay, the real beauty of that game was that the interface was designed to prevent the tedium that plagues the end-game of most 4X games. MOO1 was getting old, and I finally removed it from my hard drive after playing GalCiv for a few months. That is saying a lot, because I believed up until point that MOO1 was probably the best 4X game ever written

24 Replies 742 Views

What is the point of comparing 1.02 scores to 1.05 scores? They were accomplished under different rules, and it makes no sense to recalculate 1.02 scores to the 1.05 algorithm. StarDock should just completely reset the Metaverse when they release a new version and post a list of the leaders from the previous version. Of course, this would mean that they could only accept submissions from gamers using the current version, but that seems perfectly reasonable given the original intent of t

65 Replies 1,776 Views

This has been an entertaining thread -- lots of personalities have made an appearance. I just want to express my appreciation to frogboy for "nerfing" the trade goods, if that is what we are calling it. I am especially heartened by his statement that they may still be overvalued. Anyone who traded Trade Goods knew they were overvalued and made the game way too easy. If they are balanced fairly, then that is one big cheesy tactic removed from the game. *applause* <

147 Replies 4,922 Views

I'm glad to see the problem with Trade Goods addressed because they did make the game too easy. It was routine to play a game, build all of the trade goods & wonders, and then just run the table whenever I got tired of tweaking the sliders. My only concern is that the AI value the goods the same as the human so that they are not so easy to exploit.

147 Replies 4,922 Views

Well, I'm glad that someone is finally going to do something about trade goods. I've been harping on this imbalance since 1.01 and I find it amusing that the first assumption by the developers is that the players were cheating. LOL It's very simple. If the trade goods are that valuable, then the AI should rush after them. If they are not that valuable, then the AI should not offer so much in trade for them. Is this going to be addressed in 1.04?

86 Replies 2,719 Views

There is an easy strategy for winning on Tiny maps. Research straight to and build the trade goods. Then break the economic backs of the AIs by selling all of the goods to them. It won't be long before they are all broke and you are way ahead of everyone in tech. By the time you have your 4th trade good, winning is almost an inevitability. You can actually run the table and win the game when you get frigates. Also, I never need to build an additional colony ship unless I luck

32 Replies 1,050 Views