GALM questions
Moderator: thunderchero
GALM questions
Great Mod! Having a lot of fun on a large spiral Feds, hard difficulty with many minors. Not sure about the distribution of minors though... I tried to reply to the Feedback thread for GALM but it wouldn't let me. I will use this post to make notes as I find them and edit in as I go along. Bear with me on any incomplete info or request detail if needed.
101 turns in I have met the Trill (membered), Ferengi (minor race, membered), another minor race I have not actually met (just out of ship range but can see on sensors)... and the Dominion who outclasses me 7-1 in ships but I beat in econ, tech, planets and minors.
Their hulls are massive, ships are so far apart in Tactical combat that you can't touch a fleeing scout with anything. This mod is the first I have tried with the new combat commands, so I still have a lot to learn before I can comment in depth.
The Good
"Good" is relative of course
"N" Class planet was very interesting
Sensor pods are very cool
Great new command functions in tactical combat I need to explore
Asteroids adding small pop and decent growth bonus, very clever!
The Bad
Something I don't understand, something that's broken, or something that negatively affects the game IMO
Dominion has 7 times the ships I have. Hulls are massive and they run in packs. I'd expect that on Impossible, not hard.
Now that I understand DT, I have a huge amount. Maybe it and metal should swap places... let DT be the rarer resource and metal have various buildings to boost generation. "Trade" would be conducted in "Metals" instead of DT.
Ships are confusing, redundant and in some cases completely the same. It would streamline the game to have fewer ship classes and upgraded versions of that class.
Does my version (latest, will edit in specific) have the 1024 patch?
Can future versions of the game allow for building Minor Race Ships?
The Ugly
minor bugs, typos and oversights I find
Fereginar "Embassy" says "Edit Me".
"Fast Destroyer Scout" is called "Fasts" in build queue.
Some of the pics are "negatives" or color reversed in the pic over the build queue.
101 turns in I have met the Trill (membered), Ferengi (minor race, membered), another minor race I have not actually met (just out of ship range but can see on sensors)... and the Dominion who outclasses me 7-1 in ships but I beat in econ, tech, planets and minors.
Their hulls are massive, ships are so far apart in Tactical combat that you can't touch a fleeing scout with anything. This mod is the first I have tried with the new combat commands, so I still have a lot to learn before I can comment in depth.
The Good
"Good" is relative of course
"N" Class planet was very interesting
Sensor pods are very cool
Great new command functions in tactical combat I need to explore
Asteroids adding small pop and decent growth bonus, very clever!
The Bad
Something I don't understand, something that's broken, or something that negatively affects the game IMO
Dominion has 7 times the ships I have. Hulls are massive and they run in packs. I'd expect that on Impossible, not hard.
Now that I understand DT, I have a huge amount. Maybe it and metal should swap places... let DT be the rarer resource and metal have various buildings to boost generation. "Trade" would be conducted in "Metals" instead of DT.
Ships are confusing, redundant and in some cases completely the same. It would streamline the game to have fewer ship classes and upgraded versions of that class.
Does my version (latest, will edit in specific) have the 1024 patch?
Can future versions of the game allow for building Minor Race Ships?
The Ugly
minor bugs, typos and oversights I find
Fereginar "Embassy" says "Edit Me".
"Fast Destroyer Scout" is called "Fasts" in build queue.
Some of the pics are "negatives" or color reversed in the pic over the build queue.
Last edited by Dewbacca on Wed Aug 07, 2013 10:23 pm, edited 2 times in total.
- Tethys
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Re: GALM questions
Next version will have updated weapons ranges and defense values for Scout class ships. The minors are still a WIP. They generally accumulate on the left of the map in Large galaxies, but thats mostly in Irregular galaxies, not Spirals. Maybe you should save the game, start a new one with same settings, and F11 the map to see how the minors are being spaced, perhaps there is a bug I didnt realize, but it might also be the luck of the starting seed.
Thanks for the praise, glad you like the mod. Are you able to see ship models in combat with the new graphic engine? My test did not show any models until I changed the mpr.ini to MPR mode.
Thanks for the praise, glad you like the mod. Are you able to see ship models in combat with the new graphic engine? My test did not show any models until I changed the mpr.ini to MPR mode.
Re: GALM questions
My gaming so far has been with software 3D, not MPR
I'm going to run this game a few more turns, see how it goes after passing 100...
Right now having trouble viewing map on large... "I" view is 3 screens wide, "O" view is so tiny cursor covers 4 systems.
I'm going to run this game a few more turns, see how it goes after passing 100...
Right now having trouble viewing map on large... "I" view is 3 screens wide, "O" view is so tiny cursor covers 4 systems.
Re: GALM questions
Issues with playing the Klingons, all of their "buy" screens do not show the amount required for purchase.
Also, the Quantum filament cannot be seen until after you have ran into it and lost ships.
Also, the Quantum filament cannot be seen until after you have ran into it and lost ships.
- Tethys
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Re: GALM questions
hmm, weird about the Klingons.
and the Quantum Filament,
and the Quantum Filament,
Re: GALM questions
I tried turning up the tech levels on a couple of different games. I couldn't make it past 30 turns.
The ship list is confusing, redundant and difficult to navigate at mid levels.
I still love the mod, looking forward to the next release and am open to assist anyway I can, but 100 turns from tech one is about all I can manage before losing interest in a particular game.
The ship list is confusing, redundant and difficult to navigate at mid levels.
I still love the mod, looking forward to the next release and am open to assist anyway I can, but 100 turns from tech one is about all I can manage before losing interest in a particular game.
- Tethys
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Re: GALM questions
Well, there are some tweaks to the AI and the way they generate revenue. I dont have much time to work on the mod anymore sadly, 60 hr week job now
Re: GALM questions
Sixty hours a week?! What the heck kind of job do you have? Attorney?
"Evil is easy, and has infinite forms." -- Pascal
- Tethys
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Re: GALM questions
Warehouse work, filling molds. What time Im off is usually spent fixing computers of spending time with wife
- Flocke
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Re: GALM questions
that sounds awful, I hope things get better soon
so long keep your chin up, we're all with you!
so long keep your chin up, we're all with you!