Master of Magic. Please!
Drizzt_DoUrden
I've got a fun game going that I don't want to ruin. Anybody try downloading the expansion beta in the middle of a game yet?
Must my endpoint of a trade route be the colony that built the freighter? Or can I build a freighter in Sol, for example, and use it to establish a trade route from another one of my colonies? If so, how is this done?
Yeah I've been forced to implement a strategy similar to what you describe, but what a pain! Oh well ...
It's frustrating to see my trade routes get destroyed during a war, even when I have complete military superiority over the enemy. I'd gladly assign some warships to escort those little freighters around, but I haven't found a way to do that. Anybody, anybody, ... Bueller? Has anyone designed a "Combat Freighter" ship (like a Combat Transport)?
How do you see the amount a Civ is spending on destabilizing you? Through your espionage reports?
Obviously the lesson is, to each his own (sheesh why does saying that make me feel like such a ... camp counselor or something)? The whole point of playing a game is to have fun, right? In my case I like to try to understand all the rules I possibly can before jumping into the action, but that's not the way all people would approach it. Obviously PontiusBruinPilot and RayChua have both done exceptionally well with different approaches. And that's a common theme I've noticed perusing this for
Well I'm not sure whether he "hacked" the program or simply made intelligent use of the data files that comprise part of the game installation. I suspect little "hacking" was needed, just some good old-fashioned hard work and using some gray matter. I haven't looked into it myself, but based on the mods etc. it seems you can do plenty with this game without any actual "hacking." (Disclaimer: the definition of the word 'hacking' may be subject to interpretation ...)
Oh, and I forgot to mention for AIL.ST, your question is one click away on JavaScout's site. Just click "Research Tree" and you can see all the tech prerequisites. Print it out and keep it right next to you while playing. How can you play this game without knowing the tech tree?
Umm, don't you guys use JavaScout's excellent GalCiv reference site? If not, I suggest you give it a try. I can't live without it. http://webpages.charter.net/trevorpowdrell/ For this particular question, you would simply click "Trade Goods" and then "Diplomatic Translators" Question answered, problem solved, 2 clicks away.
Did you just upgrade recently to Drengin.net or something? If so, you need to re-synch with your new serial number. Have you looked at the Metaverse guidelines? Maybe something in there will trigger an idea. If all else fails, try posting to the Metaverse Problems sticky thread. They will get around to looking at your problem ...
But the problem in my case was that the Yor had declared war on me. The Yor thought they were more powerful than me. I of course liberated their minds from such a silly notion later on ... but the point is the Yor would not give me a peace treaty regardless.
Gerakken, your suggestion would indeed be a good solution, and pretty realistic. But I imagine it would be quite a coding task, and they'll never bite something like that off. Might be easier to just force the Arceans to keep up the (losing) war or break their alliance. I dunno ...
I definitely like setting the AI to random alignment. To me it's more fun not knowing what kind of personalities you'll meet in each new galaxy ...
I have Alliance tech, and every other AI in the game does too. Not once have I seen the "Alliance" option appear on the Diplo screen, even when talking to races that are friendly or close.
Yeah, the Torians have pissed me off in diplomatic sessions. One time when they had a much higher diplomatic skill than me, they said something like "OK now concentrate really hard, and speak slowly into the microphone. What would you like to talk about?" Got me so mad I sent a fleet of Dreadnoughts and eliminated them in about 6 months (they only had 4 colonies at the time).
OK thanks! No opinions on the original post?
In my current game the Altairians are defending their homeworld with 4 Dreads and 3 Battleships. If I nuke 'em with AMMs, what negative effects will there be on the planets in that system?
Don't quite understand. You mean they made one of your colonies rebel and leave your empire, but you easily took it back with an invasion fleet? What kind of ships (or whatever) was defending the wayward planet?
Oh and I forgot to ask. Anyone have experience with the Anti-Matter Missiles? What are they most useful for?
Still a newbie as I'm just finishing my 2nd game (Painful, Medium this time), and I seem to play a lot slower than others because I can only finish a game every 2 weeks. Anyway, here's my initial assessment of the various ships and I wanted to solicit some more seasoned opinions: Starfighter: Not worth the plastic they're built out of. Corvette: Dead-end tech, quickly obsolete, why bother? Minor elation if I hot-wire 1 or 2 early. Defender: Decent ship to def
I'm not sure if it's absolutely essential. Depends on map size I guess. I can get by pretty well by building enough sensor drones. But Eyes definitely helps a lot!
I've noticed that some Dreadnoughts of mine have an attack rating ~35 if they're in orbit around certain colonies, but as soon as I launch them from orbit, their attack rating seems to change to ~20. Anyone have any insight on this?
Yeah, Gerakken seems to nail a lot of things. Hmmm, that didn't quite come out right ...
In two cases I question the in-game text saying that you will receive a 20% bonus. The first is Gravity Accelerators. Seems to me the bonus is two squares, not 20%. In most cases this results in much greater than a 20% bonus. The other case is Harmony Generators. I can't be completely sure, but it seemed to me in my last game that building a Harmony Generator gave me much more than a 20% morale bonus on a colony. Unless I was drunk (which is possible) I thought I saw a colo