Hmmm.... I'm a SP noob, so take what I'm saying with a grain of salt. Here's my SP musings as Vasari. Part One: Feel free to correct me. Mobility is key. Nearly all frigates, and the Enforcer cruiser have no antimatter (capital ships not included...) This means you wont find yourself short of antimatter for a jump, and antimatter isn't required for some skills, such as reintegration. You can go as deep into enemy territory as you can avoid the defenses, to cherry pick a targtet. If the
LordSloth
I have quite a bit more respect from the devs at Stardock than the typical developers, so I'll be a bit more formal about copyright. Dear devs(you're also the publishers, too, I guess), do you mind if I take some Gal Civ art and turn it into 80x80 avatars for use in other forums? I'll find my own hosting.
Cost analysis at very endgame (http://miscfile.alienharmony.com/galciv2/ship-weapons.htm): I'm don't understand this data perfectly, esp. size mod, and I'm guessing that certain techs go with certain alignments, since I don't have the game to hand. Name- Damage- Size- Size Mod- Cost Disruptor III 8-5-4-70 Positronic Torpedo II 15-11-2-70 HD Spike Driver IV 5-4-4-42 I remember that different weapons had different stre
Well, it may affect how the civilization will vote. I wouldn't put it past the AI to take that into consideration, though I have no clue how complex the UP AI routines are or are not.
His reasoning for this may be somewhat faulty, but I believe you misinterpet his post somewhat. He actually has a fairly interesting idea: randomise the AI level DURING THE GAME. We already can have the Drengin turn into saints due to a random event. If randomize AI is checked during universe creation, why not include a random event that allows the AI to change within the same range as they do during game creation?
This I don't get. Up till now I thought the game was right on. Why would a starbase just let enemy traffic go by unhampered? Because we have ships to control territory. Sure other games do starbases differently, but the ones I can think of operate on a different scale. But here, ships can only attack
Huzza! Huzza! DaDa double post! Lets see how the editing turns out. I'll brainstorm a few half-thought out ideas. 1. Enhanced repair. 2. Solar defense bases. (I hate seeing all those inhospitable planets. How about military bases?) Just burn off all the atmosphere and get say, 10 tiles for military structures, which you need constructors or to buy. Missile silos. Sensor facilities. Core-tapped reverse tractor beams. 3. Cheese. Cheddar. Swiss.
I have only glanced at the modding information, so I don't know if it is possible. Still, Spaceno93, gave me an interesting idea. How about a self-repair module for starbases, so that they would repair say +5 hitpoints a turn. It wouldn't make them any more hugely difficult to take down, because if you can't do more than 5 points of damage a week, then you shouldn't be fighting this war. Yet, it would help the starbases maintain their value further int
#24: Mod it in. I'd use that mod. I think its too far up, also. I want to use it in my small map, normal tech games. Read some David Weber, Honor Harrington series. Good books featuring some military sci-fi. True, a mass driver may go until it hits something. Problem is, it takes time to reach its target. If its target is unsuspecting, or can't dodge (like a planet), it can hit. If it can dodge, its troublesome to even shoot a light-minute away. A light-minute is about eighteen m
Try looking further down the engine tree of the research screen. In an earlier version, I noticed that I might have Ion Engines on a colony ship, but that the design requires Impulse engines. Its plausible that there may incorrect tech requirements (latest techs rather than minimum req. for design) remembered for designs or that perhaps it records module independent bonuses such as the +1 speed you get merely for researching impulse.
As far as I'm aware, no. Not in this databank's game history section. You can probably find a listing of developer interviews here or at apolyton.net. If all else fails, try to get into one of Apolyton's audio interviews. The one I'm linking to wraps up today, but they'll probably have one again sometime, though if you hurry you might make it. Link
Aw, now I feel bad for threadjacking. Well, from a marketing standpoint version numbers can be relevant. One distribution of linux was just a developed as the next, but their version number was say, 3.5.112 compared to competitors 7.1. So, they released a version upgrade where they just upgraded the number. Sure, it may disregard the past (I haven't been aware of Stardock long enough to have a solid perspective, since I came around about the
Old geezers. Let me guess, you had to walk twelve light years out of a gravity well to get to school each morning. Spinal mounts are for real men.* Only true gamers are willing to give up use of everything below their waist! * We all know women don't play video games. Sure, that IGP address is from the planet of the Amazons Space Women. Its really just a creepy three-bellied Gapork** from Nambo** **Geeze, its hard to come up with an imaginary name that can't be found with
Naw, I am all for the the Play Station Portable, Implant Edition, complete with spinal mount rumble pack. Fighting games have never been this realistic! After that, I'm all for the Dark Nintendo Revolution Android. Comes with a variety of 'skins' and expansions for the remote unit! You should see the Dead or Alive Centuari Beach Volleyball 2027 models. Yowza! Fortunately for the virtue of the young vat-children, Walmart-Next refuses to carry Playboy MoonBase Mansion, though they will
It doesn't suck. However, it's functionality is solidly mediocre. It tends to have partial compatibility with Firefox, though I've heard a thing or two that point the issue in another direction. It works, though I do get frustrated quite often. Search and login don't work quite the way they should with firefox, though a few indirect methods can circumvent the troubles sometimes. I would love alternate, simpler, skins that provide certain inf
Occasionally, such as in the discussion of the reviews, I hear about multithreaded AI. I'm somewhat familiar with the theory of multithreading, though out-of-date. My question is in regards to GC2. Do I need specific hardware/software to support this? In the case of AI, what does multithreading do for me? Increased speed, intelligence, or both?
Of late, I've been a populist party member, with no tweaks to the base humans. I luv population. Even when I'm not a populist, I tend to grow population as high as I can. I don't have any memorable problems. However, most of my games are on normal and small. My next games are going to try medium/large and challenging. Note, I have no facts or statistics to support this, just a feeling and playstyle. I just think its best to grow your population as soon as possible. Oh, and at one poin
Well, general alt-tabbing works fine for me without any tweaking. However, have you tried windowed mode? That may be of some help to you. In general gaming, that often helps solve my alt-tabbing problems, though not all games support it, GalCiv2 does.
Must... resist... snarky.... comment. Anyways, what Vinraith said. If you want to know when it is released, then open up the general settings panel. Under auto-update, you can set it to automatically automatically check for updates on startup, including betas.
to #12 Well, if you want to get down to it, there should only be half the ship sounds. While sound doesn't travel through space, it does travel through your hull after a missile connects. Besides, my espionage level is so high, I've bugged their ships to the point where I can hear the captains' dreams, let alone their sound effects. to #8 Why would you prefer beams over mass drivers? Missiles seem to have high price, power, and siz
Is he trading with other civilizations? I assume red is Drengin. Is that correct? Having a high diplomacy skill does actually help keep things peaceful, and you do not need to be diplomatically active to benefit from it, though it helps. You do, however, have to be constantly aware of any other threats to your peace. Regards to preventing war, it can help to trade with them. It can help to have just enough military. Have you check
Oh, and regarding economy, I've often found it better to postpone the social improvements branch for at least a short while. Better factories spend more and take longer to build, after all.
I have to disagree with that. I think if you have a military bonus (Drengin), you may notice a significant difference in spending related to the distrubution between military and social.
Here's something that worked for me on normal. Take your basic humans, and instead of federalists, take the populists. (I've been attempting to go for a diplomatic victory, but end up tempted by conquest. Practice makes perfect, and I'm slowly getting better at that early rush). Eventually, I might even be able to clearly and thoroughly explain my strategies. Now, as long as possible, I keep my tax rate at 33%, no higher. On decent pl
Uhmm... I don't remember exactly what the dependencies are. Try building Battle Stations if you haven't. They are requirements for some military modules. Also, I tend to confuse the Starbase Fortification and Starbase Defense branches. According to the third party(?) Galactopedia program, you can start adding them as soon as you research Starbase Defense, and Battle Stations aren't necessary. Some of them may be unlocked by racing up the weapons and armor branches, but if assists are your priori