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.
What am I missing?
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.
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.
Cool, Destroyed my home star
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.
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.
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.
You probably shouldn't have left that thermal exhaust port exposed.
If it doesn't, it certainly should.
If it doesn't, it certainly should.
The exceptions probably being evil races whom you don't share a border with or races you have strong alliances with.
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?
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.
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.
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!
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)
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.
i think they should remain defenseless. i just hope the AI will be able to guard them.
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.
Welcome Guest! Please take the time to register with us.
- Richer content, access to many features that are disabled for guests like commenting and posting on the forums.
- Access to a great community, with a massive database of many, many areas of interest.
- Access to contests & subscription offers like exclusive emails.
- It's simple, and FREE!