https://www.galciv2.com/Journals.aspx?AID=104660
ignuss
yes the nanoripper has a lot of power but it is very expensive, and the evil weapons are not overpowered, they are evil. most evil people have powerful weapons, and in comparison the good defences dont give as much defence, but they also are smaller which means you can have more of them. its all balanced out, and people have bee
As far as I know the week isn't over yet.
I always play evil. I should know.
No but it's overpowered. The evil weapons are too.
So did you add the full hitpointmodifier to the ships? You get +40% from technology. That means that 1 tiny ship has 8 hp. One huge has 67 hp. Means little for a tiny fighter but can probably do quite a difference for a huge. Note that you get +15% hp when you get huge hulls so they will never have less than 55 hp. EDIT: You will also have 200 space on a huge hull in 1.1 while you now only can have 160 (with +100% miniaturization from technology).
The huge difference between small and large ships which your flawed test ignores is that the tiny fighters most likely won't have any defences while the hugh ships probably will have maximum defence against the tiny fighters chosen weapons. Meaning: the huge ships will nearly always kill one enemy per attack. The tiny ships won't even hurt the huge ships alot of the time.
Singularity Driver IV.
I do not have a problem with the logistics increasing for more small and tiny ships to get in to a fleet and take on a fleet made up of primarily larger ships. I just don't think that those who use larger ships appreciate having fewer ships in their fleets. <img src="http://images.stardock.com/gc2/T_DL/s
Are you going to fix the entertainment improvement bug? You know, the one where more advanced happiness improvements don't actually help, thus making the control of approval more difficult than it needs to be? You mean the bug that already has been fixed in the latest patch? What's new
Yes, we all did. 'The Beta will be on Stardock...' means that it will be available in the future, not now.
You won't be able to see the others influence on the minimap before you actually meet them.
I would have been far more worried if he actually would have built a farm on that tile because that would have been really dumb on a class 10 planet. If he would have done so, his maximum population would have been at least 26 billion and he would have been forced to fill the world with morale-buildings to keep the population in check, leaving few tiles for more important stuff. If I have one 100% morale-bonus tile like on Toria, I always build a morale-building and a farm (but only o
Nice, interesting read. Looking forward to the next one. I'm all for the change in logistics.
It already does that. I have actually researched 2 technologies in one turn. But it seems bugged, sometimes the research is carried over and sometimes it isn't.
You are correct. From the patch preview notes: Approval Rating > 75% gives you a 5% boost to production. Approval rating
Higher PQ gives economics. I don't know about that but high PQ (11+) worlds gives a morale bonus. Noticable from the morale tooltip on a high-PQ planet.
There is actually an effeft on the psionic beam, but its small and doesn't extend much past the beam housing placed on your ship. Its probably the most underwhelming effect I've seen, which is sad since I use it so often. I have never seen any effect and I have been using them alot. If you take a
My Documents\My Games\Galciv2\
Stock Market has +30 economy. VRC has +60 morale. Update the game to the latest patch and start a new game to see it take effect. The two last farming improvements were removed from the game in beta.
Yes, I agree that it's annoying, especially on the larger maps. Would really like to see this fixed.
Yes, the first one. Time to update the game, Jemelby.
Of course wonders should cost a tile. You can always upgrade an old building into a wonder if you have no empty tiles on your planets.
If your shields are greater than or equal to his weapons then this will happen fairly frequently. Basically, the attacker rolls an attack value between 1 and his attack rating, and the defender rolls a defense value between 1 and his defense rating. If the defense roll is equal or greater than the attack roll, then you take no da
In the meantime, you can choose custom race, click on load and delete CurrentCustomRace0. This will return the Terran Alliance to their default. And I'm quite sure that the AI always uses the default even if you have customized the race yourself.