BIF

BIF

Joined Member # 3309448
1 Posts 11 Replies 4,809 Reputation

[quote who="Rhonin_the_wizard" reply="19" id="3703176"] Jagged Knife is an event from GC2, where colonies from Good aligned civs would break off and form their own civ. There were also events for Neutral and Evil civs. Sadly because of GC2 limitations they were minor civs so they were easy to conquer. [/quote] Okay, thanks. I vaguely remember The Jagged Knife now.

23 Replies 100,024 Views

[quote who="Go4Celerity" reply="22213" id="3702805"] Banned for banning without an avatar. [/quote] Here's my Avatar: Banned for forcing me to learn that there is such a thing as "Melodic Metal".

26,025 Replies 40,580,208 Views

[quote who="mrblondini" reply="11" id="3702927"] I see BIF's frustration - "why do the Peacekeepers kill my ass and not the AI's ass as well/instead of mine because they started it/don't want peace, which I've offered!?" seems a fair question. [/quote] I just want the option to say "no thanks" when setting up a game. That's all! [quote who="Frogboy" reply="9" id="3702908"] I changed them for 2.8 already. Had the same experience. <br

23 Replies 100,024 Views

Thank you, but no; that's NOT a consolation. I need to remove them or else dozens of hours will go to waste in this game instance. And I need to prevent them from ever appearing again. I can shut off pirates, but not Monsters or Peacekeepers. The Peacekeepers are not keeping any peace; they are at War with me. I can't defend against both them and the Drengins, and the only way possible to stop it (getting a peace treaty) is not possible because the Drengin don't

23 Replies 100,024 Views

Yep, I just got this. It's ruining my current game. Drengin declared War on me, WILL NOT accept peace under any circumstance, and now peacekeepers show up and kill my battleships and carriers! How the hell can I ever hope to survive when a supposedly "godlike" entity decides I'm in the wrong and proceeds to exterminate me while the enemy who declared War on me won't enter into a peace treaty in good faith? <span style="background

23 Replies 100,024 Views

To see the layout of planet tiles, I should be able to do that with powerful enough sensors or at a close enough range. Except for planets that are enshrouded by weather or shielding, I should never have to put a spy on the ground. I shouldn't have to send a colony ship either (for planets not yet occupied by any civilization), but that's a whole 'nother subject. A spy could spend the next 30 years just learning about the geography; more if the planet's development

28 Replies 123,673 Views

Oh, thanks for all that. But several times already, I've done a sharp turn to port or starboard while outside of their FOV and they'll make that turn with me immediately. If I turn back, they'll turn back. Their FOV is 2. Mine is 11. They can move 4 tiles, I can move 7, 9, or 11, depending on ships used and fleet compositions. I'm not so close to them that they should be able to guess THAT easily and THAT accurately all the time, every time.

11 Replies 46,671 Views

Okay, thanks all. Without some additional information, I'll call this a possible bug. Strategies are important and they should follow the rules of in-game physics. If an AI is getting a sensor benefit that I'm not, then as a player, I need to know what it is and why. And most importantly, how can I get that benefit too, because "strategy".

11 Replies 46,671 Views

I have the required Promethion and Artocarpus Viriles. The Mobster icon is dimmed. The Promethion requirement next to it is dimmed but I have 65 in my bank. The Artocarpus Viriles icon is dimmed, but the number "1" next to it is bright. I have 4 in my bank. My Idealogy is Benevelolent. Do I need to be more evil in order to have mobsters? If not, then what else could it be?

4 Replies 8,272 Views

In my current game, I have some squadrons of Drengin ships that seem to be able to see me, even beyond their 2 tiles of sensor vision. I can't seem to employ one of my favorite strategies, and that is to always have stronger sensors than my enemies, and slightly faster ships too, so that I can lead them into a trap. But it's not working in this game. Whenever I turn, he turns. Whenever I speed up, he speeds up. Even if I'm outside of his 2 tiles of vision.&nbsp

11 Replies 46,671 Views

Thank you for the input. Interesting logic, all. I don't mind having to transport the Galactic Citizen to a planet of my choosing. There's a reality there, and real risk too; I've lost a few to pirates. But yes, the Galactic Citizen always being born on the home planet seems not right. He/she should be able to be born on ANY planet in my civilization, maybe partly due to what's going on on that planet (lots of research, a real bang-up center for ship manufactur

9 Replies 31,712 Views

[quote who="admiralWillyWilber" reply="3" id="3702548"] You could cancel the route. [/quote] Well, damn. I didn't know that. A new strategy. I wonder how long that would take to impact Blue Lady's sentiment. I'll keep that in mind the next time it comes up; thanks!

6 Replies 11,850 Views

Some of the tech tree items take a lot of turns to complete. Some ships, especially the large ones with lots of advanced drives or weapons, are very very expensive. And some tile improvements can really take a long time to finish. As my scientists, engineers, workers, and economists level up and as my civilization grows at the same time, I'm thinking that at some point, it makes sense to pull my highest ranked scientists and economists back to "Working For Government" so t

9 Replies 31,712 Views