I preordered the game and did not receive a beta key. Only an order #. Do I have to wait for the next beta phase? If so will I be emailed a beta key? Thanks.
brokenguns
I had a similar battle at someones home world. The battle for his home world lasted for more then an hour lol. We were both spamming reinforcements. I started to make tons of shipyards to the point were I could spend all of my income on nothing but ships. Since I had the slightly better econ I finally eventually overwhelmed him.
When I click enable mod for v1.2 I get a minidump and sins crashes. Do I need to install version 1.1 first, before installing 1.2?
Thank you guys for all your hard work.
Well since you like the burnt planet, I have an idea for it. Make the forest look like it's still on fire. I think that would look pretty cool and unique. Can you make animated textures? Here's one more before I log off too. Steam/cloudy planet. Ice planet that used to orbit far from the sun. It's now very close to the sun. Entire planet is shrouded in clouds.
My ideas could be used just as texture ideas too. Heres some more- Hidden planet. Halo emitters hide a lovely paradise planet. They project the image of a random undesirable place, like a plasma storm. You can only see it if you happen to find the Halo emitter artifact. Shielded Planet. This planet has a gigantic shield around the whole planet. Local isolationists built it to keep out invaders. It's powered by huge solar panels that can be seen on the surface. The plan
Ideas for new planets- Abandoned planets. Bonus is infrastructure upgrades 50% cheaper. Plant planets. These planets have tons of exotic looking plants all over the surface. Bonus is 50% growth and 50% population cap. Deep Canyon planets. Bonus is -75% damage from bombs and 100% more mines. Windy Ocean Desert planets. Planets only have oceans, beaches and deserts. Great for surfing and hanging out at the beach. Bonus is tourism tax. Shattered planets.
I had that idea a few years back. Check out this old post about tech trade; [link="https://forums.galciv2.com/?forumid=346&aid=105566"]WWW Link[/link] . It has a lot of great ideas for new tech trade options. I'd like to see some in the new expansion. A No Technology Brokering option would definitely be my favorite option.
I would still like to see some of these ideas as new options.
I have also noticed a bug on the report of AI's money from economic treaties. Iconian Refuge; 2,089,885,301 bc/week and Korath Clan; 1,047,202,220 bc/week. I'm pretty sure they aren't actually receiving that amount.
I start by building frigates right away and going on a rampage conquering everything around me as quickly as possible. I use the colonizing capital ship. I love that stun skill it has, makes killing enemy capital ships easy. If a nice enemy planet is near me I launch a full scale attack and research military technologies. If there are no nice enemy planets I'll get some civic technologies going. From there on out it really depends on the circumstances.
I think the current system is fine. Maybe just increase the build time on capital ships. If you continue to find yourself with many capital ships and few frigates and cruisers then maybe fleet supply from planets should be increased. A have an idea for a new building called supply depot that would be built from tactical points and provide more fleet points. This way you can convert your tactical points from your rear planets that don't need defense. This should give an ample s
Population Not Tied to Planetary Production or Research? Very Odd... It IS tied together.
Yes this is happening in my game right now, on crippling difficulty I believe. I made a mass of light fighters before declaring war on the Torains. To my surprise I start see nothing but hordes of troop transports headed to my systems. So I hastefully split my fleets in to single fighters and rush out 2 spyships (cargo loaded with sensors). I must of killed 50 troop transports and have yet to see an attacking ship from them... Considering they are 4 times the size of me or
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Well then default should be 1...
Hurray for the "no tech option" in 1.1. I will be coming back to play a lot of this game now.
Hurray for the "no tech option" in 1.1. I will be coming back to play a lot of this game now.
Why don't you just play Birth of the Federation? BTW, the minor races in that game were way cooler then the ones in this game.
Can we get an official response on this issue please...
Doesn't really work. Example: If eight AIs each research a separate tech, then all eight can trade amongst each other and end up with all 8 of those techs. Tthe minors would stop being a conduit of tech trading, but there would still be, essentially, unlimited trading. It would stop players from reselling techs, which woul
I have a small request for you good ship makers out there. Please clone this - Thanks in advance.
Have all your overpopulated planets produce nothing but troop transport ships, and launch them right away.
Everyone may only trade tech if they have researched it. (to prevent unrestricted tech trading which is a major exploit)(see my other post)
Here's another idea I had that is simple and will solve everything. Everyone may only trade technology they researched.