So for example a tiny hulled ship with 50hp (very old and experienced) verses a medium hulled ship with 50hp but exactly the same attack rating, which would win? Whoever initiated combat. AFAIK. Hey, I just wanted to verify what exactly is going on in the "tie rule." What I'm referring to is when you pit two ships (or more) against each other, sometimes they'll both "kill" each
PeskyFly
AFAIK, if no ship or building is bought or built on a planet, all production points on that planet are returned to the treasury. At least, that's what the wiki said. Although, I'm not sure if it works for asteroids.
I dont think TA will fully satisfy the potential of galciv2 which is a great title. With the active forum like this game has, certainly not. Yes, I will be fidel to StarDock and buy another expansion as long as company maintains their service/quality. <img id="ImageResize_Image_2" src="http://images.stardock.com/gc2/T_DL/smiles/Wink.gif" onload="ImageResizer.createOn(this);" tries="2" align="absmid
I always play the campaigns through at least once just to experience the story and to get going with a new game/expansion. The one, big problem with "take the techs with you" in campaigns is that it could be easily abused by researching everything just to have it in the next scenario.
So i've read some of these strategies such as ALL econ, All Mining, and All Research. Are these the only viable strategies that will win a Maso+ game? Can it be won with normal sliders(not 1-99-0), decent colony rush, and proper skills in diplomacy, research, and warfare? Or are these "advanced" strategies just bent on maximizing an early win or a high MV score? Because micromanagement to that degree seems less fun to me. I
I thought the Dreads had been beaten by the Terran-lead coalition in GC2:DL. Unless this campaign is out of order and your playing as the Arnor back in that epic war which lead to the disappearance of the Precursors. Would you get to keep the tech you gained from mission to mission, or does it revert back to the beginning in every mission? Immense galaxy? Something tells me this campaign will take a LOT of time.
On large maps with huge fleets of miners it gets really cumbersome if you run out of asteroids to improve before getting the next mining tech. This can lead to A LOT of clicking through notifications about a miner having its auto function disabled. In fact, it would be nice if they just moved close to an asteroid belt (or skipped a turn) when there was nothing to improve, rather then shutting down auto and nagging you.
Wait... in DA, trade routes get more and more valuable as time passes on, so you get more and more and more as time goes on. Yet the original freighter self-destructs. So, since you get constantly increasing payback, would it be O(n^2) or O(n^3)?
Speaking of which, it would be cool to guide your race from primitive society into the space age of Galciv2. Yea, I'm asking a lot that will probably never happen. Combine Sid Meirs's Civilizations, little of the Age of Empires series, Master of Orion, and Galactic Civilizations to get the ULTIMATE GAME! Yea, i'm asking to much aren't I? Doesn't Civ 3 have a victory condition of building a colony ship and setting
Yes thats true, but don't you think good races need some sort of benefits too? Even if they take a loss at the start it should pay off in the long run atleast. And even if you are a good zealot, you have crappy bonuses any way. In a way, No. It should cost to be Good, being evil is always the easy way. Its what defines the universe, if you would suddenly start reaping be
Just randomly thinking it would be nice to have an artillery style unit in a space game. My idea is kind of simple, and if Terror Stars are feasible, this is also feasible to add on in a future expansion. Take a Constructor. Instead of turning it into a Starbase or a module on an existing starbase, it could just create a Battle Stations module on itself, turning it into an Artillery Ship, destroying all components fitted in the original Constructor ship and taking up all it's hull space
For Tactical Combat, there are only a few things I would like: 1. The ability to choose the priority list individually for each one of your ships to shoot enemy ships in a certain order. 2. The ability for faster ships to be able to disengage at will. They get moved to a neighboring parsec as a result. 3. The ability for slower ships to disengage if the faster ships choose not to chase. They get moved to a neighboring parsec as a result. 4. The ability for the
I think players who've got th game and are following it would get the expansion packs, but new players would not unless they can get all the previous versions and the newest altogether, as in Gold Edition. In my opinion, two more expansions would be OK, but after that, a sequel would be better. Carriers, supply ships*, manual target-priority selection in combat, more diplomatic options(like 'wargames') and an expanded UP would be nice. *Supply ships would be ships fitt
They still need Life Support: 1. If the planet is not an industrial planet and warships must be brought in from their main territory. 2. If they actually want to get those ships out of those 'staging base' influence bubbles. Alternatively, they can just send a Constructor and build an influence starbase. Chances are they'll have to build influence starbases anyway if they want to hold on to that planet.
Hi! since everyone has a First Strike ability AFAIK DL lost first strike with version 1.5. But I didn't consider how tiny HD Spike Drivers are when I wrote that post. Check again the graphs on wiki. In the first graph you'll see guns s.x most of the time. The bigger the ship the more they s.x, because their sizemod is about the same as of beams, but always a poi
Another thing that goes against missiles in the beginning is size. They're usually take around 10-12 in terms of space until you get past the Stingers and Harpoon techs. The other techs, however, are much smaller and can actually fit on a tiny design in the beginning. Lets check the Dark Avatar smash-for-size ratings(higher is better): Tiny: Laser - 0.100 Railgun - 0.083 Stinger - 0.111 Small: Laser - 0.091<br/
There is no such thing as a Doom Missile in GC2. The highest end weapons are Doom Rays, Black Hole Generators and Black Hole Eruptors. The highest end defenses are Ultimate Invulnerability, Zero-Point Armor and Aereon Missile Defense. Doom Missile and Ultimate defenses sounds like you've been playing beam/shield combos too long.
2. High speed means that you can attack the enemy when they can't attack you. You get the first shot. In DL, this means a lot since everyone has a First Strike ability. But not in DA. Also, if you survive, you can attack more targets. This means a fast, very high attack ship/fleet can go on a rampage in DL, not giving it's targets a chance to fire back. 3. Psyonic Shredder is more powerful than even Neutrino Bullets. It, NB, and BHG are the only Mass Drivers that can match higher end mi
The Terrans have only 3 customizable points That is because they already have some points "spent" - that is selections made for you. To get their full customization ability you need to clear all of the points that have already been assigned. There is a button to do this helpfully placed on the point selection screen, although you could also do it by unselecting each power that was already chosen.
PeskyFly , for a guy who hasn't even got the game, you sure do seem to be doing well at it! I've got the game(got it on the 3rd). But it's in a cupboard. I won't open the box until the 18th due to exams, and posting here takes far less time than installing that and getting hooked to it(esp. since I've done so much planning and would want to execute much of it). That'd be dangerous.
Constructors get destroyed upon construction of a starbase module because they use nanotechnology to convert the mass from the Constructor ship to the mass of the starbase module and their crew mans the module. Colony Ships inevitably get destroyed because of atmospheric entrance, and in order to set up the Initial Colony building. Freighters probably don't get destroyed at all: they get dismantled and converted into those tiny trade ships. There may be several reasons
If there are only two civs alive, each has only one planet and both of those planets are in the same system, then if one civ blows up the solar system with a Terror Star, who wins? To be asking such a question NOW, months before release, is pretty much a waste of bandwidth, young friend. The likelihood of it ever happening to anyone is something like getting struck by lightning while going into the lotter
Maybe... maybe if your ships were all inside your space at the time of the Peacekeepers' arrival, they may have considered you 'peaceful' and attacked anyone else who had ships outside(like those with trade routes). They must've not adapted to you having sent your ship into foreign space and still remained friendly with you.
Wow, a lot of people have complained about the Dread Lords recently. By nature, the Dread Lords are ridiculously powerful: They're a Precursor race. One of their ships can destroy a fleet of normal ships without a problem. One of their troops can kill several thousand of yours. The solution is to research weapons, higher level engines, and high-end sensors to build high speed far-seeing combat ships using the readily available Cargo Hull. Once you've got these ships, don't figh
I hope my first colony rush doesn't fall apart like that. I will be in a Large Galaxy with Uncommon Planets and Tight Clusters. My opening, as per current plan, is: First turn: Buy factory, buy bank, queue up research center, get that Flagship on the rove, scramble that Space Miner towards the closest asteroid it can find, send the Colony Wagon out exploring, ignore Mars, keep tax low and approval at 100% so that I have lots of taxpayers ASAP. Begin researching Ion Drive. N