Responses to my last post prompted me to post in the "What would you like to see in GalCiv3" thread. Totally agree with what you stated above. The whole idea of how planets are build should be scrapped for something better in GC3.
CraigHB
I always play with Full Fleet Battles unchecked, somethimes with Show Battle Sequence unchecked. So does running with this setting unchecked cause Terror Stars to not work at all, or only sometimes.
There's too many things here and there where descriptions don't match results. Unfortunately, the only way to become aware of them is just by experience. I made a post a very long time ago about the Omega Research Center stating it should be civ wide as indicated by the description or the description should be changed. Once you've done any modding, you find how simple and quick it is to correct something like this. AFAIC, a mistake in the
It may be that I've been playing the game so long I take it for granted, but I really have no trouble with the GC2 economy and its controls. The way I see it, you can either control resources on a planet by planet basis (too tedious) or do it on a galaxy wide basis (not enough control). Trying to provide both planet wide and galaxy wide controls would be extremely confusing. The developers went for a minor planet control (planetary emphasis) with a p
I think GC2 has pretty much reached the end of its development cycle. I'd be surprised if we see even minor updates. There's been talk of Stardock moving on to GC3, but there's been no mention of when that might happen. Any enhancements like what you've mentioned above won't happen until then. I would imagine GC3 to be quite a bit different so lots of things people wanted to see in GC2 may not apply. GC3 might
The max is 72 tiles for any planet, it won't go over that regardless of any planet quality change. If it's possible to create a planet with more than that, it would be pretty strange looking since it shouldn't be graphically possible. One thing I found discouraging with projects like the Weather Control Zenith and Biosphere Modulator is that planet quality change is buggy. When using a +3 quality change value, I had strange results. I would g
Didn't work for me either, returned We’re sorry, the page you requested is unavailable after I clicked OK. Never got a confirmation email to the new address.
I usually like getting a corner spot. It's much easier to defend. Of course, it's not much help when you get put there with no stars, but that's what Ctrl-N is for.
Yea, the best defense is a good offense really applies to this game. When I first started playing, I would try to play a diplomatic game. But then I realized the game plays best when you're at war and I've been going ugly early ever since.
The game is pretty flexible with what you can change. I've done that myself with a ton of stuff. I have fun playing it. Since you can't play Metaverse with mods enabled and the game is single player, the idea that certain mods would be cheating is not all that applicable. You can, however, change things to the extreme that the AI can't make use of them. In that case, you would be giving yourself an advantage that would only be cheating yourself out
I haven't found a way to make a tech require more than one other tech. Unfortunately, almost all dependencies in the game are singular. There are some special projects that I would have liked to give mulitiple dependancies. You can make more than one tech require the same tech though.
There's definitely a balance between the number of races and number of habitable planets. You can go too extreme either way and make a game not fun. Even a one step change in habitable planets or stars makes a noticable difference in how the game plays. Same with the extreme planets setting in DA and TA.
I almost always put everything into missles. In in DL and DA, I'd somethimes research two lines of weapons tech and switch between them doing upgrades fleet wide. With max AI, they look at the player with the highest military rating and research defenses based on that. It confounds their defense research when you switch. In Twilight, I don't do that because of the tougher economy. In that game, my goal is always to suprass the AI with&nbs
I haven't played Dread Lords in a really long time, I mainly play Twilight, but it may be that it's not implemented in that game. There's lots of changes in DA that aren't in DL and there's lots of changes in TA that aren't in DA. A few changes they backported, but they tend not to do that for most stuff. Also, if you are not playing the latest patch, there's huge differences from older CD releases to what's available through Impulse. As
I've run into this myself. The times I've been able to get Terror Stars to work as expected is if I am at war with the race that owns the planets and none of my own planets are in the solar system. Otherwise, I get the warning and no action as described in the OP. Although, I was once able to comit hari-kari using a Terror Star. I got the warning and said yes, the solar system was destroyed and the game ended. It even said in the game summary that desto
I originally posted this in the mods section of the GC2 forum, but that section doesn't carry over to the Impulse forums. I'm re-posting on the Impulse forums since that's where most people are going now, including myself. I put up a Twilight mod I did for my own use. It's pretty extensive and makes the game quite a bit different. It doesn't change any graphics, just game characteristics.
Normally, Kryo addresses these techinical questions, I guess he missed this one. Anyway, the archiving function in Impulse will save off the selected game installation so the game can be restored if you reload windows or get a new machine. You can also use the archiving function to take a snapshot of the current installation in case you want to hang on to a copy prior to updating. However, I don't believe you can restore an archive acc
[quote]Any way! Back to my origional question: HOW DO I BEAT ENEMIES ON HIGH DIFICULTIES!?[/quote] There's lots of little tricks you can discover that allow you to beat the AI on high difficulities. It's what makes the difference. Here's an example; Instead of building big expensive colonizers to travel rather large distances to colonize remote planets, build one fast one to get to a solar system. Once there, buy a starport on the empty pla
Definitely, I'm mainly replying to this thread so it goes into "my replies" and I can find the link easily. That particular panel should be included in the normal account profile. I've gone to that area several times trying to find where I could change my email and password. I'm also a little wary of changing it because I don't want to create any problems with activations, but the email I have on file is no good and I actually would like to get the
Check the "save ship designs to hard drive" option in the main options menu. Previous ship designs for a particular race will show up in new games once you've researched the prerequisite techs. I never save ships as templates since it only saves cosmetic components. I don't use those much so it doesn't help me. Some shps you may not see again because of unique game conditions as mentioned above. However, ships designed early in
You didn't mention whether this was DA or TA, but I used to have that problem with older versions of Twilight. If you are talking about TA, have you updated to 2.03? BTW, the game loads the ship files only when you start a new one. Once the game has been created, it no longer reads them. So, any ships you want in the game need to be in the ships directory beforehand. I actually save the ships files off then restore them p
I like TA a lot because it has some nice features over DA, but DA is probably more consistent as far as how the game plays. TA has some trouble with the AI doing strange things sometimes. And yea, things move slower in TA. I did a mod for myself that changes all the tech trees and a lot of other things to make TA play more like DA. I've been playing it a lot. The changes are pretty radical, but it makes the game move really fast an
Those text games were actually a lot of fun. It's sort of like the difference between reading a book and watching a movie. A lot was left up to the imagination. Another nice thing about those old text games was the more social online aspect. Sometimes, you'd go into a game and end up mostly talking with your online buddies. Since BBS systems were fairly local, there'd often be meets you could go to. I remember the first time I saw Doom. T
Yea, CRT displays are pretty obsolete technology. I don't think any products use them anymore. I think we're stuck with some of the legacy for no reason. Thanks back at you and happy new year!
[quote]15 years ago...that was 1994.... I was playing MUD. That was the first MMORPG. Text-based, open source, ridiculously fun.[/quote] I was there, I still remember getting excited about my 2400 baud modem upgrade. I was playing a game called Trade Wars. MUD was there too, but I got into the space theme of Trade Wars. That was when getting online meant connecting to a BBS service over dial-up. Pretty amazing, I was once