For capital ships it's based on level, so directly related to experience. You don't spend ability points on it though, it's seperate and automatic. Only the advent can research for *larger* strike groups, but even they can't get *more* strike groups per unit through research.
Brillig
[quote] Some stupid anecdote about the most overrated game of all time For godsakes there are people screaming their lungs out on this forum about "Fix x" or "Fix y" and you guys are fixated on voice acting . [/quote] Maybe they don't believe X or Y is broken.
[quote] mtn_man from HGL?? That's me. [/quote] LOL, lots of HGL refugees here.
Hmm, let's see here. Ten races in the original game, with five ship 'styles'. Generally about three different hulls per size. Since we're apparently talking about adding five more ship 'styles' (to fill out the rest of the races), and adding one more hull per size, we're going from fifteen to forty hulls per size, so an increase of 166% in hulls. No numbers on the increase in jewelry, but overall, it sounds like we're talking about roughly doubling
Ew. Time for a shower!
If I wanted tactical combat, I'd play a tactical combat game. The AI is enough of a cream-puff as it is , I don't need to be able to beat the stuffing out of it in tactical mode too. NO TO TACTICAL COMBAT!
Both HOMM5 and Spellforce 2 will still have copy protection, just not Starforce. Baby steps. At least companies seem to be moving away from the ultra-intrusive level of copy protection.
No... the "ship bonus" event adds to the attack and defense values of ships produced at that world. Not HP. And it rounds down, so if it's a small bonus, you might never notice.
Hexes might be nice... I don't have a huge problem with the square grid though with one glaring exception. The starbase effect radius is clearly a radius , but since starships don't move that way, it's possible for a ship to move 8 in one direction, and still be in the starbase radius, but move only 6 on the diagonal and you're out. *ponder* Yeah, that should be fixed.
I'm looking forward to it. I need more challenge! Hopefully they'll level out the difficulty changes a bit so that normal won't be impossible for those folks that were playing normal before though.
By the way, getting the Yor to a good alignment (through events) is tough! I like my friendly Yor though... "Share and Enjoy!"
Yeah, the "buy your alignment" makes no sense...
No, the serial number you want should be on a sticker on the CD jewel case... The collecter's edition number is what you use to download the "extras" here: https://www.galciv2.com/CollectorsEdition/
Excellent strat, the AI should do that! Err... wait. FWIW, I think that makes your game unsubmittable.
Doesn't look like you need any help! But here's a tip anyway: Never tickle a Yor.
*ponder* What constitutes a "Top Metaverse Player"? Are you looking more for strategies, or to plug the, hmm, scoring loopholes?
https://www.galciv.wikicities.com/wiki/Population
Actual, the best way to implement this would be that the detrimental effects of invasion are multiplied by the percentage of defending troops destroyed. So, if you attack a 20 billion world with tidal disruptors (destroys 80-100% of planetary improvements), but only manage to kill 1 billion defenders, you'd only do 1/20th the damage (i.e., destroy 4-5% of planetary improvements).
Nope. You can read this: https://forums.galciv2.com/?ForumID=162&AID=98074 if you're interested in why the developers didn't put MP in.
I have no problems staying ahead in techs at the highest difficulties. Please refrain from calling the game "broke" when it's your own lack of skill at fault.
Select the ship that you want to look at, and click the Info button (the little i in the circle on the right of the bar that contains the ship's name).
Morale and approval don't affect IP at all. Building influence starbases only works on worlds within their radius of effect (8 sectors). Building embassies and whatnot has a slow effect - you won't see an immediate jump in cultural influence as what it's doing is just increasing your rate of IP production a bit - it takes a while for that to make a difference when you have 100's of turns of IP built up already. Oh, and the Yor do have a hu
Well, that's pretty generic alright. Before support gets ahold of you, I'll recommend the general solutions. 1) Make sure your video and sound drivers are up to date. 2) Make sure you have the latest patch 3) Post the debug.err (it's in the game directory)
Well, the fleet of tiny ships, *should* lose - it's cheaper. Instead, look at a cost equivalent fight. 12 tiny ships (1740) vs 3 huge ships (1800) If the tiny ships attack first: Round 1. They do 42 points of damage to one of the huge ships. Round 2. The huge ships return fire and destroy 3 of the tiny ships. Round 3. The remaining 9 tiny ships fire. 2 ships do 7 damage to the damaged huge ship,
Cloaking is a really bad idea. While it can theoretically be balanced for in a MP situation, coding the AI to handle it for SP is a nightmare. The only way I can see this working is if *only* the AI gets cloaking. Ever.