Richrf - you've got the right approach with two engines whenever possible, near the latter stages of the game when miniturisation is almost at max 3 hyperwarp engines can speed up the mopping up for a conquest victory. the AI transports might be heading to a rally point, that might explain the unescorted status, maybe. u playing 1.1 yet?? hockeyrama - its "zero point armour" , sub zero was a character out of mortal combat... <img src="http://images.stardock.com/gc2/T_DL/smiles
FROOKIE
i had heard that the downloaded version was a chore to setup, so i opted to wait for the special metallic box and bypassed all the pain. sorry to hear about your probs though, send them an email as i'm sure they want to help you. good luck, init
i managed to spot them before the torians fragged them in one go. they're a bit meiocre if you ask me. it was a fleet of three medium frigates with okay weopons, but the AI's and i were floating through space with fleets of battleships. no contest.
Alfb- this is the strangest thing but i've started a large galaxy and everything has gone back to normal on the saves. they are as fast as they used to be, but load times have definitely increased in length. I'm putting this all down to my computer being very old, with min spec, so thats probably why it happens. its time to upgrade!!!
Its gotta be said, stock markets rule! and in v1.1 they seem to be cheaper too. On small planets: PQ8 or less its a farm a morale and all finance buildings - initially there is a factory to speed the production. during the game even pq4 planets give me 80-100 bc per turn and all they have is stock markets. orbital fleet manager, omega defence systems and all that suck and are a waste of time. on planets i have a couple of scouts and a big fleet sitting on a military starbase nearby. w
is it me or does five-ten minutes sound like a really, really, really long time in this day and age??? I'm having a similar problem in that autosave seemed to be kaput, so i stopped it, quicksave works and loads aswell, so i suppose i can last until v1.2, but it is a little annoying. its a good thing the games good though, init. oh yeah all my old games wouldn't load either. Lifes hard... <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif" border=0
its happened to me too, when the ai promised me ships to help fight a really tough opponent, instead the good and neutral civs gave a mining starbase each, but i think this is not going to be happenig much in 1.1. so don't worry you're not crazy...at least not for this reason anyway!
its always good to get a few decent bonuses rather than trying for loads of weak ones: i use to choose the populists but they've been nerfed too badly so now i'm with the 'techies' - good value for money. 20% economy - I love cash! 15% morale - keep em happy 10% planet quality - Its probably not worth it in the long run...but i can't live without it the rest is up to the game you is playing: creative
I think I'm going to re-load that map and see if I can conquer the main dreadlord world What a great idea for a mission! by goodies i take it you mean tech, init. does anyone know if the campaign plays better with 1.1? To Race - If thats the star in the top right then yes, its where the dreadlords build from.
I'm fairly tech orientated in my games, but i do get a boost to production/research when: go for planetary improvements fast - 10% production(military & social) an a 10% research galactic warfare and the next red tech (can't remember what it is) for 10 % to military prod each. Its then up to the situattion as to what to research, but these inittial bonuses help a lot. do try to get to interstellar federation as soon as able though. The colonisation rush
Give it up Psio, you're beat. No - one agrees with you. But i admit, you did get a response (undeserved for you, and not really necessary for the rest of us) from stardock ... So go play some turns or something Right i'm off to check out 1.1 later init
yeah, those scouts act like lemmings, its a bummer. i just use scouts to keep my planets from suddenly being invaded.
Capital ships all the time - there should really be no argument.
Space mines, orbital bombardment, tactical combat, heroes, special agents, asteroid fields, special powers for races, and dozens I won't mention right now. It's not that these aren't good ideas -- they are. I want many of those features too (except orbital bombardment ). For me, PC strategy games revolve around havin
ithink that this is probably a bug(multiple starports, that is) As for "re-zoning" your citizens use your combat troop ships. good luck newbie
I admit to being a little scared to face the Dread lords AND have to take over their planet! I played similarly to leftcoast in that the top planet i left to the others i also left the smaller of the middle world alone too, just so i wouldn't be alone when they slapped down the front line. (This was probably my third attempt at it ) and also took f
How a tactical combat sim would affect our overall strategy and a glimpse of how some of us might actually like it...now: Techs needed / appropriate / wanted. Death ray type weapons Space marine pods (we could adapt the present system for this though) Carriers and fighter bays. Weapons to be classified as long/short/medium -excluding the mass drivers, they have potentially unlimited range this would add
I'm with the tactical combat posse, and we say "Bring it back" The combat element in the game we have is without substance. Its a case of "I'm faster with, bigger guns so i win" and you can see this all in my pretty little picture window combat viewer gizmo. How is that inferior to the combat systems in Moo2? Even if you won all the time, at lea
do you secialise your worlds? you need to once you start playing the higher levels small worlds up to 8 become my money earners - farms, morale, and finance buildings(and a factory if you can to speed up social prod)- absolutely no starport!!! anything above depending on bonus tiles become my research or manufacturing capital if you're lucky you'll get a class 16 early in the game and that can house you're economic capital<b
even then it aint the same, never mind i'll just continue with my present strategy
stephen donaldsons GAP series is really really good if you can stomach it. DUNE by herbert and all his other dune books including the new stuff by his get. ben Bovas Orion is a classic and his earlier works are good reads too, but his latest stuff is drivel heinlein's starship troopers, puppet masters, the man who sold the moon, stranger ina strange land. in fact read all his old books Clarke rendevous(is th
Nice one Joeld! I have been tripsing through other posts and i'm happy to report that there are a significant number (didn't count how many) of people who want it. The problem is that we lack cohesion ( and time - living sure gets in the way of playing ) But i get the feeling that we are still the minority among the vocal adherents of the galciv community. We
Hero figures would be an interesting idea to implement. somewhere between the governors of moo2 and the great leaders of civ4. Alternatively they could be somethig like the heroes in Warcraft 3 and they get better over time. Gajj - couldn't agree more. terraforming those useless planets is a great idea. moving starbases around is also cool, but unlike the AI i don't churn out ships like there is no tomorrow, i angle fo
When i conquer enemy planets production seems way down even on capitol worlds and manufacturing capitols? Research seems to be okay and so does cash money. I've built economy starbases and everything, but still they're not on a par with my original planets It doesn't change over time either. I now gear them to be finance/research worlds and turn my old ones into badboy production worlds, but it don't seem ri