The limiting of trade routes for evil players is also a big one - I got hit by it - had 12 routes anf the damn UP voted to limit us to 1 - lost 1000BC a turn. Also the one that forces all wars to stop is pretty hairy.
Tommymac
And no (sp) game, especially one that doesn't rely on reflex, keeps one challenged forever. Hmm...I purchased Harpoon2 back in the mid 1990's ( and played the original Harpoon since 1989 or so...) ....and I still play it today. I have been playing Civ in it's many forms for over 10 years. But I put down Madden Football fo
You can log on via forums.stardock.com and see it in a different light. I have to access GC2 forums this way because while at work because my company blocks galciv2.com - it's a gaming site. (The background there is light blue, too... )
Spazdad - just put the fleet in the same square as the starbase. You cannot add the SB to the fleet - but as long as the fleet is more powerful than the Starbase , the aI will have to attack and defeat the fleet first before it can assault the SB. You need to build Orbital Fleet Managers on your planets before orbitting ships will defend as a fleet. If not, the ships will defensd individually. (Sometimes this is preferred, as the attacking force will have to expend a movement po
I still have issues with some conquered planets in 1.31. I have learned to live with it. Once in a while, if the planet does not have any farms, and it has a high PQ, the max population will suddenly drop to 5 when ever I load up a game save. I have to quickly move a transport to rescue the excess. (Usually this has happened when I conquer a homeworld.) I also have sometimes lost a tile or two on a conquered world. Puzzling thing is it doesn't happen everytime. The OT is
I agree with ES's tactics. In this game, the best defense is a good offense. Instead of wasting time and credits on static defenders, put empty hulls in orbit - the hitpoints are calculated when the aI is figuring your strength - and build lots of mobile fleets to defend instead. Same principle is used with starbases - don't waste constructors on defenses - instead use the constructors as a reserve to re-build the starbase quickly, or build more starbases, and instead guard
Earlier techs often come with other bonuses such as improvements in economy, weopons effectiveness, hitpoints, special buildings, etc. So it is worthwhile to get them.
I really don't understand why there should not be at least one trade route from each planet. CPU usage?
I noticed that after building the ASC, I had to really readjust my sliders. I'm still learning how it works - it's like learning how to drive a high performance car after driving a Yugo. Careful building this if your empire is not economically flexible. (v 1.31) I had to really crank down the Military production slider and play with the Tax Spend rate slider- I went from making a few BC's in the black at 100% Spending (40/40/20 MSR split) the turn before building the ACS, to losing ar
(probably also need to consider allowing them multiple attacks.) I like this idea. The star base should be able to fire on each attacking ship each round of combat rather than only attack once per round - this would be a big equalizer for the aI I believe that Frogboy said in a recent reply in one of his journals about large vs small ships t
I've noticed similiar behavior one time - 1.31. There were several different aI fleets (different races - I was at war with 4 at once due to alliances) heading to attack my weak arse Korx fleets in my space, when suddenly, they all turn tail and dissappear in the FOW. When I sent out a scout to see where they were going - they were all setting coarses for an empty spot in space. Weird - but I'll not complain since if all those fleets did attack me I'd have been toast (Especially the Drath
Ah, I see. One more question: What good is the Subspace Blaster? It's the next beam weapon after Disruptors III, but it's larger, more expensive, and doesn't do any more damage. I use it to get a few hundred extra credits when trading Techs. The aI will pay more for it than for Disruptors III. And if they get it before D III they will waste $$
What a waste of bandwidth. Is there an ignore button on this forum? I never felt the need before.
I don't waste constructors upgrading starbases past 1 or 2 basic defense and offense modules - just enough to keep the aI from sending a mini ship to attack it. Instead I build lots of constructors and stockpile them - send them to a safe rally point - and just build a new starbase immediately, with all economic/influnce/mining modules in one turn using my vast constructor fleet, when one of my starbases gets destroyed. This way I never waste a constructor on a military module that
Thanks Frogboy! Some other suggestions: (I am playing at intelligent level) - Make it very expensive to go over your logistics limit for starbases - I find it depressingly easy to afford to build them over limit now and spam them everywhere. Even early in the game the cost for going over limit is so low that I have no trouble affording it. - Another help may be to increase logistics costs someh
@ Tanrim - You can email your files to stardock as BoogieBack said in post 2. I don't think that they are user editable in version 1.0x. My solution is for Version 1.1 which converts the shipclass files to xml format so users can edit them. If you want to try the beta version, it will convert the files when you upgrade. If not, you will have to wait until 1.1 is released as non-beta
Re my post # 4 I had trouble posting my reply in the GCV2 mod forum due to trying to post code I guess. Forum software did not like it. I re-posted my reply in the Gal civ forums here https://forums.galciv2.com/index.aspx?ForumID=348&AID=111310 The original is in the stardock forums - usually they mesh but not this time.
I has this issue too when upgrading. The new design would still require the techs of the old design. However I have been able to fix it now in the Beta 1.1 v2 game since *.shipclass files are now *.xml files and are user editable. ON EDIT: I am having issues posting the fix. Probably too long. I will start a new thread in the modding section with the solution - here is the link to it: https://forums.stardock.com/?ForumID=348&AID=111295
Oh please, people who troll in forums and are hired by companies don't exist. You're all paranoid. On the contrary, AEG is one company that does use guerilla marketing on online boards to affect people's perceptions of products.&n
Just wanted to reply to my last post that I upgraded to 1.1beta v2 and now the shipclass files are now .xml and easily edited - thanks syneris for the heads up! Seems that when you make a 'clean' upgrade (and not start from scratch first) of a design that already had components attached, the required techs carry over, even though the blank design doesn't have any components. Editing the new ship .xml files to remove the
Just want to say that in my last 1.0x game the Scottilingas did not colonize, but they conquered several worlds and actually were able to keep one. They now have two planets, a mining starbase, several influence starbases, three transports hanging around, and a decent fleet that is able to kick butt in limited wars. They appeared early on in the game - and for fun I nurtured them - kept giving them ships and money to keep the other Ai's off them; and would broker pe
Ok, I have a further, more complex question. I have made a bunch of blank hull types - hoping they would show up for the race they were designed for when the hull type was researched. A few should be avaialable at the start - i.e tiny and cargo hulls. But they are not - for example, reading the text tree I find that my base constructor hull will not be available until Warp Drive IV (and 4 other advanced techs)
I would like to say I do not think this is such a grave problem that it undermines the game challenge. Does it need tweaking? Sure, but it is not the killer that some make it out to be IMO. I read a lot of stuff about this before I purchased the game several weeks ago - and I must admit I was expecting the worst - but I was pleasantly surprised. There is no huge tech trade avalanche so far in my games - (playing at inte
Is there a listing out there of the default characteristics for all the races? I made some changes not realizing that they 'stuck' beyond the current game - short of reloading is there a way to return them to their original values? TIA On Edit: I found the answer - there is a page in the Wiki that has this stuff listed under each of the races.&
Thanks Dewar - that is the info I need! I have spent more than a few sleepless nights making and designing a whole Terran Fleet from scouts to transports to huge hulled nightmares; thought it would be nice to share if anyone is interested. As soon as I can make some time to make some screenies and write up a brief background for each class I'll post it up somewhere. Now