Beta 3 Terror Stars

Are the terror stars bugged? I finally completed one with all of the components but now it still wont move or attack anything. Is this a bug with the terror stars or are they really not completed yet? Has anyone else experienced this or found a way to make it work?
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Reply #1 Top
Are you playing in the tactical/zoomed-out view? Because I wondered about this too, but
It apparently takes 10 weeks for the Mobilization of the Terror Star to be completed once it is built.

This isn't shown in the tactical view.
Reply #2 Top
how do you add components? I have the technology all researched, and done, but it keeps saying there are no new components to add?
What am I missing?
Reply #3 Top
My terror star worked fine, till I tried to destroy a star with it... ugh.

You build it just like any other starbase, but you must start it AS a terror star. Once you have all 5 components installed (200bc per item), then you wait 10 turns for it to activate. Once active, it moves only 1 parsec per turn. It's completely unarmed, so guard it with a huuuuge fleet. Move it to a star and BOOM.
Reply #4 Top
My terror star worked fine, till I tried to destroy a star with it... ugh.

You build it just like any other starbase, but you must start it AS a terror star. Once you have all 5 components installed (200bc per item), then you wait 10 turns for it to activate. Once active, it moves only 1 parsec per turn. It's completely unarmed, so guard it with a huuuuge fleet. Move it to a star and BOOM.
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Cool, Destroyed my home star :) ... crashed straight after the explosion animation :(
Reply #5 Top
Ok thanks at least it works. Also they are incredibly cheap once you get the techs I'm probably going to make like 5 of them to attack with.
Reply #6 Top

Once you have the first terror star tech, you can begin construction of a terror star.

Build a constructor and click the "Build" button.

Choose "Terror Star" for the starbase type.

As you research the other terror star techs, you will have access to the other terror star modules.  Send a constructor to the terror star to add the new modules.

Once all 5 modules are in place, the terror star goes into "mobilizing" mode for 10 turns.  Once the 10 turns are over, it will be active and able to move 1 parsec per turn.

We are presently working on making the status of the terror star easier to determine.

Reply #7 Top

I have fixed the terror star crash for the next beta.  It only happens if you attack a star that will destroy inhabited planets.  In the meantime, you can destroy uninhabited planets at will and gain asteroid fields.

Reply #8 Top
Speaking of Terror Stars... can they PLEASE be equippable with Battle Stations modules? I recognize that they are hugely powerful, but... I really hate to see something I spent two years building get torn apart by a tiny fighter with 1 attack power that jumped my vision range.... >.<

Also, does stating construction on a Terror Star result in other races hating you very rapidly? I had a a tiny military and started building a Terror Star. Normally races with big militaries would try to extort money from me before declaring war on me, but within a short while after building the Star, I had the Terran and Drengin declare war on me without any real warning except the actual declaration of war.
Reply #9 Top
I really hate to see something I spent two years building get torn apart by a tiny fighter with 1 attack power that jumped my vision range.... >.<
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You probably shouldn't have left that thermal exhaust port exposed. ;)

Also, does stating construction on a Terror Star result in other races hating you very rapidly?
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If it doesn't, it certainly should.
Reply #10 Top


If it doesn't, it certainly should.
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The exceptions probably being evil races whom you don't share a border with or races you have strong alliances with.

Reply #11 Top
i've built multiple Terror Stars and cannot blow up a single star system. Inhabited or not.
Reply #12 Top
i've built multiple Terror Stars and cannot blow up a single star system. Inhabited or not.
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Me either, it says that I have 0/0 modules to install. Are we just missing something simple that everyone else is catching?

For the record, I'm playing Yor. The Terror Star modules don't count as "Influence" modules, do they? :P
Reply #13 Top
That would be cause you need to add 5 more moduals to your Terror star. Then wait 10 weeks for it to do its "start up" thingy. After that you can use it, which i've done...popped it up to a nearby star that was inhabited (also tried a habited one too) and clicked on !!ATTACK THAT STAR!! and nothing happened...
Reply #14 Top
Okay... so how do you add more modules to it? I've researched all the Terror Star techs and the game still won't let me add modules with constructors.
Reply #15 Top
O have the same problem as Vangkao, my terror stars simply state that they have 0/0 modules available to add. I.e., they're not letting me add those modules, to power up the terror star.
I've got all the techs, I've had them for a while, but the terror stars just sit there, and won't recognize that they have possible addons.
Reply #16 Top
They work fine for me... try playing as another race (i.e. terrans) and see if they work then, that would indicate a bug.
Reply #17 Top
Vankao and Corydorf question did you research the first tech of terror star and then build it. Then did you researched the rest of the techs. And finally did you try to add them or did you just research all the terror star techs and then start to build the terror star until you had the problem. Just curious.
Reply #18 Top
you can destroy uninhabited planets at will and gain asteroid fields.
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sweet! can you just destroy uninhabited planets (and not the whole system), or does it have to be a star?

i'd find out myself but my old computer probably won't run GC2 for more than half an hour before crashing... building a new one this week.
Reply #19 Top
Yeah, I didn't have a problem with them. It turned an empty useless star system into an asteroid field that WAS useable, however I wish that the AI reacted to it's presence if it was built or moved into their sphere of influence just like it did in Galactic Civilizations I and Alternian Prophecy. In otherwords the AI, especially if it was set to normal or better would tell you to move it, or it would charge you for it being there, lower relations, or if the race is set to hostile it would declare war and destroy it for you! Just no fun if people don't care that you have one! They are great tools however in turning lifeless star systems with no habitible planets into a useful asteroid field, so they have their helpful aspect which I though was cool.
Reply #20 Top
Also wished that Terror Stars had some kind of defence too, even if it is half of what other starbases would normally get, just so that they do stand a chance against at least a fighter or small to medium battlecruiser or ship, however they should be slightly weaker then normal starbases since it would be just too easy to win by destroying each race's home planets and winning that way. Though they should have some protection for the just in case a little to mid sized ship happens to allude you!
Reply #21 Top
Quote from dystopic: "sweet! can you just destroy uninhabited planets (and not the whole system), or does it have to be a star?

i'd find out myself but my old computer probably won't run GC2 for more than half an hour before crashing... building a new one this week." End Quote

Yes you sadly have to destroy the whole star system, it would be nice if you could destry just one planet, but I guess that's why they call them Terror Stars, and not Tactical Terror Stars which would be nice if you could build ones that just destroyed a single planet.

At least the asteroid fields created are nice. I alluded to that in my previous posts, so they're helpful and destructive at for one package. Thanks Stardock for such a great useful tool and weapon!

Still wish they weren't so naked and had some protection, but it is only the Beta, and maybe by the full version, defenses may be built on them for a price of course, unless your an evil civilization like I like to play... Then it's free!  :CONGRAT: 
Reply #22 Top
I've played as both the Terrans and the Arceans. Though my laptop has a shitty graphics card so i'm not really posting bug reports yet until i get my new laptop (next week) with a 512 Mb graphics card. Then we'll see if i still have problems with certain improvements missing pictures and sometimes still having dissapearing ships and things.

As for the Terror Stars i'd assume that my current laptop would crash if it blew an inhabited system, but i cant seem to make them kill anything. (they have all 5 moduals along with waiting the 10 weeks for start up)
Reply #23 Top
Still wish they weren't so naked and had some protection
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i think they should remain defenseless. i just hope the AI will be able to guard them.

getting the asteroid fields is a cool little perk. gives me something to do on those maps with lots of systems that lack habitable planets.
Reply #24 Top
What about Starbase support in your home space... Ok, perhaps having them be well armed and defended in an opponent's sphere of influence is a little much, but what about while they are in your territory, or do they get starbases support already, assuming a Terror Star is within range of a Starbase's Influence.
Reply #25 Top

i think they should remain defenseless. i just hope the AI will be able to guard them.
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Same here. They're not supposed to be mega battleships, and I like having to protect a valuable and dangerous asset like that with a fleet. OTOH, it could get a little tricky using it in Yor influence space, where they have a speed advantage and could sneak in an X-Wing... er, I mean tiny ship to take it out.

And ditto on the AI comment too. They won't be scary at all, if the AI can't protect them on the way to a target.

I'm also liking the idea that building one lowers your relations, but maybe that should only happen if you're the first in the galaxy to do it. Once other races have the tech and start building them, there shouldn't be a relations hit, or at least not as strong (IMO). And I guess it shouldn't apply to allies at all.

Or maybe the relations hit should only kick in when it's actually fired for the first time? That would give you some breathing room between researching, building, and deploying.