Spies? Meh hated them in Gal Civ 2...didn't research much as didn't think it was worth the effort. Hated them in every other game as well. Stargates? as it is I think the system works well and wouldn't be too enthused about them. Its easy to get reinforcements to planets as it is if you research PSIDAR so don't think that instant travel for spaceships would be an enhancement unless it was between solar systems. That really would create some headaches being able to instantly transport to
tomalexander
where's the auto retreat option? please put in!!!!
I'm not entirely sure why but it seems easier...I make mincemeat of pirates who attack and haven't suffered any losses so far.
its just another poxy thing I cannot colonise!!!!
hurry up!!!! Iwantitnownownownownow!!!!! get it released for your loyal fans in the UK after all its 12.30pm here!!!
thank you vandenburg...your tips made sense. i prefer not to disable marauders as I find the game too easy then. I never attack pirate base if I can help it...only when maxed out on tech do I actually remove that vermin! will use your advice on repair station and Kol abilities. how do I find out an enemy's gauss cannon area? samrec...I always focus attacks on one gauss cannon...not used JRMs on them so will try out and get back to you! thanks for the tips!
*wets pants* can't wait to play!!!!
I tend to build 15 of military at first then destroy them to build 15 civilian by which point I have all the techs and can destroy almost any opponent by military means and darken the solar system to convert the destroyed civs into broadcasting centres. I've not noticed any disincentive to destroy the labs or a slowdown in the production times. By that point I am too powerful and it feels good. V
Could we pleeeeeeeeeeeeeeeeease have higher logistics for the planets and asteroids??? I expand asap in order to find more planets but the pirates occupying the unowned sites severely restrict my growth and can destroy my Akkan with ease. It’s difficult to pound the bejesus out of the pirates when my logistics is severely limited and I’ve had a few games when I actually have my asteroids run out of metal/crystals before I engage the enemy significantly. I prefer to use Akkans first as
Now, upping the defense of their asteroid makes a lot of sense, IMO -- lets do that Place some tactical structures, maybe buff up their mobile defenses... yum. I like this idea , over the current ships that they have defending... also, shouldn't the pirate base have a construction yard to make new ships??? I was thinking that but then I guess that the pirates just buy new ships so don't need to build their own
Ron Lugge - I guess I didn't notice that so much as to me I don't get much differentiation between the cruisers and tend to look at armour first so I can build up experience while upgrading weapons. If a cruiser is lightly armoured then it gets fragged before it gets experience. Just thinking about it I'm not sure if cruisers get exp points now lol. would be good if I could see what cruisers counteract which so that I can put more value on each cruiser. maybe a brief description could b
yes but its more psychologically satisfying with a red button...any one tells me not to do something I always have the urge to do it hehe! indirect warfare options I suspect will be in the game...would be great to mine space lanes and to ping a planet for your ally (with the enemy in it)so you can set him/her up to be wiped out via a previous agreement with his/her enemy.
just love the attention to detail...who writes this stuff?
maybe that'll be the superweapons? *rubs hands together chuckling evilly* i'm SO gonna press that red button. Is it possible to have a red button? Pretty please!
i don't want to modify the techs myself...I was just trying to point out that I don't like researching cielos or some of the other cruisers as I don't see much point when I can jump to the strongest cruiser. It would be good to maybe have techs that affect multiple cruisers rather than just one that you might not want. So that's where the dead endy feel comes from for me. capital ships are supposed to be powerful but I don't get that feeling of awe inspiring power behind its weapons...t
rofl a tad excessive!!! I like the mercenary tech idea or maybe could do diplomacy with them after getting a communications tech (bargainings and safe haven etc). One thing I find puzzling is the lack of communications techs given that the distances between systems are VAST and yet we can get comms?
its only happened to me during a new game...very annoying but I didn't change views or axises...think it was because I had a lot of ships entering a new star system and an immediate battle. I re-started the game through autosave and the same thing happened. had to reboot pc and go back on through autosave and it was fine. but I didn't zoom in to the star for a while until all my ships had arrived.
how? where exactly do i download the mod? I'm starting to think its a bug as some ppl have recommended stuff like downloading a mod into C:\Program Files\StarDock\TotalGaming\GalCiv2 and it still doesn't work
Hi guys I've been having a painful morning trying to download a mod. Specifically the Dread Lords one, I have extracted the files and gone into the file tree to the mod folder. I can see example and default but that's where i'm lost. What do i do next? I've tried creating folders but that doesn't seem to show up on the actual game itself and mods are enabled and i can use the example mod fine. Help! I've also tried looking at info on forums but nothing seems to work.
i'm loving the game...but the campaign sucks. why oh why would i be motivated to continually research techs again and again with each level?! it bores me to tears. i don't feel that i've gained anything from repetition. soooooo... 1. techs researched in campaign mode are carried over to the next. limited tech tree might be a way to hold ppl back so they don't get too advanced or new techs can be introduced. this should ensure more strategy and thought. 2. i want more techs.