Thread View: comp.sys.ibm.pc.games.strategic
6 messages
6 total messages
Started by wardell Stardock
Fri, 15 Sep 1995 00:00
Galactic Civilizations v1.07A
Author: wardell Stardock
Date: Fri, 15 Sep 1995 00:00
Date: Fri, 15 Sep 1995 00:00
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For those of you running into anamolies with GalCiv v1.07, we have just released (9/14/95) GalCiv v1.07a which has the following changes: * Ghost Ships totally eliminated * Duplicate planet names eliminated * Combat Transports now REAAALLLY tough It is available on the following sites: Stardock WWW site and the FTP site hops.ag.utk.edu in the /incoming directory. BTW, the file is gc107_a.zip (not the "_"). Brad |----------------------------------|----------------------------------------| |Brad Wardell | Stardock Systems (SDS), Inc. | |Project Coordinator | Native OS/2 Software | |----------------------------------|----------------------------------------| |* Object Desktop * Avarice * Galactic Civilizations * OS/2 Essentials | |* Star Emperor * Entrepreneur * Master of the Empire * Process Comm. | |---------------------------------------------------------------------------| TRY the Stardock World Wide Web Site: http://oeonline.com/~stardock/
Re: Galactic Civilizations v1.07A
Author: po... Juho Snellman
Date: Fri, 15 Sep 1995 00:00
Date: Fri, 15 Sep 1995 00:00
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Stardock (wardell@ibm.net@oeonline.com) wrote: : * Ghost Ships totally eliminated Have I heard this before ?-) -- Poke Snellman
Re: Galactic Civilizations v1.07A
Author: bi...
Date: Fri, 15 Sep 1995 00:00
Date: Fri, 15 Sep 1995 00:00
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In <DEx9D...@oeonline.oeonline.com>, wardell@ibm.net@oeonline.com (Stardock) writes: >For those of you running into anamolies with GalCiv v1.07, we have >just released (9/14/95) GalCiv v1.07a which has the following changes: > >* Ghost Ships totally eliminated I thought the Ghost Ships were there on purpose!!! >* Duplicate planet names eliminated Haven't run into this, yet. >* Combat Transports now REAAALLLY tough Why? Explain this to me (including history of the evolution of their "toughness").
Re: Galactic Civilizations v1.07A
Author: d95... Hung Huynh1000
Date: Sat, 16 Sep 1995 00:00
Date: Sat, 16 Sep 1995 00:00
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In article <DEzry...@midway.uchicago.edu>, ha...@kimbark.uchicago.edu (Bill) writes: >In article <43d7tb$n...@newsbf02.news.aol.com>, >Stardock95 <stard...@aol.com> wrote: >>Over the months, users complained that it was not realistic that a ship >>that carried 500,000 troops would not be very well defended. >>So with v1.07a of GalCiv, we >>changed it so that transports in space are quite tough. >> >>Brad > >Actually, a ship whose purpose is to transport troops, rather than to do >battle in space, really ought not to be that tough. What it ought to be >is very heavily escorted. This is in fact a fair assessment of how naval >transport of ground troops has been handled since before 1000 BC. > ... qoute text cut off. > >- Bill I agree with you on this, Bill. But since I've been playing GalCiv I know how hard it is to escort your Transporters. The enemy ships sneaks up on you much too easy. I'm playing with the v1.03 and I don't know how strong they have made the new Combat Transporters, but my suggestion is to make the Transporters just a little bit stronger than they were in v1.03 but too give them some kind of radar device to spot the enemies long before they hit you. In that way you can prepare your escort to defend the Transporter. Hmm... where do one send suggestions on GalCiv development to Stardock? Hung Huynh [Team OS/2]
Re: Galactic Civilizations v1.07A
Author: will... William Huber
Date: Sat, 16 Sep 1995 00:00
Date: Sat, 16 Sep 1995 00:00
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d95...@sunna.dtek.chalmers.se (Hung Huynh,1000) wrote: >I agree with you on this, Bill. >But since I've been playing GalCiv I know how hard it is to escort your >Transporters. The enemy ships sneaks up on you much too easy. >I'm playing with the v1.03 and I don't know how strong they have made the >new Combat Transporters, but my suggestion is to make the Transporters just >a little bit stronger than they were in v1.03 but too give them some kind >of radar device to spot the enemies long before they hit you. In that way >you can prepare your escort to defend the Transporter. I think realism is served by keeping it the way it is. I presume that attacks against a space ship occur from incredible distances. A preindustrial military model is completely inappropriate - as if an intercepting fighter in our day and age would physically grapple a C-130! In fact, in view of the situation, the overall strategy of "clearing the skies" before moving transports in is probably a good one.
Re: Galactic Civilizations v1.07A
Author: jgu...
Date: Sat, 23 Sep 1995 00:00
Date: Sat, 23 Sep 1995 00:00
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In <43d3v9$c...@uuneo.neosoft.com>, bi...@neosoft.com writes: >In <DEx9D...@oeonline.oeonline.com>, wardell@ibm.net@oeonline.com (Stardock) writes: >>* Duplicate planet names eliminated > >Haven't run into this, yet. If you capture an enemy system with more than 1 colonized planet, all of them will have the same name as the system. I ran into once where an alien had one named the same as me. Jerry jgu...@epix.net jgu...@genesis.nred.ma.us
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