This is a good break from Civ4. The game is also very different. 1) What is up with the mining. There are "resources" out there on the map. If you capture them you get a bonus to your entire civ, just like resources in Civ4. You capture them by building a mining starbase on them. You can then use additional constructors to add modules to the starbase. This allows you to extract more of the bonus for your whole civ. eg: Military
greggbert
I need the latest patch but I'm not willing to install always-on applications such as steam,impulse, and stardock central. Please send link to latest dread lords patch (I dont have expansions.) Please do not reply unless you know the link to the patch or you work for stardock. I cannot be convinced to install memory hogger applications that are always on.
Yay! Yay! Can't wait for the patch to come out for real!
Took a few week break from the game to play others, I was wondering, did a patch ever come out that gave a no tech trading option? In which patch version did they tune the tech trading so you don't need to do it so much? Thanks in advance! Tryig to decide if I should pull myself off oblivion yet.
I am very impressed with both games, they are of similar quality, had similar bugginess right at the beginning, and will both be PERMANENTLY installed on my hard drive (for at least a few good years.).. WHY SUCH A DISPARITY? I mean come on, Four pages of oblivion and one of Galciv? Isn't the magazine thin enough already? Who did stardock need to **&*& to get at least 2 pages? What do y'all think?
I love that feature. I think it's hilarious! You know they are doing it out of spite, and I think it's awesome! In every good 4x game there is always something that upsets the balance. In Civ4 it's when a critical resource dissapears and you have to declare war on somoene you didn't want to! In this game it's aliens surrendering to a different CIV! I love it!
OK, so let's go beyond this and talk about how to use the current sysetem to strategize. It seems like here are some good strategies: 1) When more than 1/2 of your planets have no social production is to shift the social slider way down and then focus social on the few planets that are producing buildings. Right? It seems like a lot less money will be "wasted" that way. AND 2) When you have no more s
In the manual it says distance and population. The manual also says that the freighters only get the bonus when they are actually passing through the radius of the starbase. So basically, we need an updated manual. And faster freighters have two huge advantages over slow ones, they can set up the route faster and they they can outrun enemy fighters!
I'm only on my third game but it seems like the whole 200 million people per year growth rate of planets is VERY, VERY fast. Would the game be more interesting if the growth rate were lowered? It seems like 4-5 turns to recover from an invasion that kills 1 billion of your people seems kind of fast!
Yes, it's a workaround. You can totally avoid the problem by always giving an updated ship design a new design name, then OBSOLETE the old design. Another good thing to do, is if you upgrade an inidivudal ship, then rename it also so it has a the name of the new design in it's name. eg: Upgrade a ship called Razor MK2 536 from the Razor MK2 design to the Razor MK3 design, it will still be called Razor MK2 536. Instead rename it to Razor MK3 536. These tw
Do influence starbases generate influence as if they are a planet, or do they only pump up the influence of planets in their range? What does the range do? Do you have to have in influence starbase in range of an enemy planet in order to work,, or does it push out influence into the general area. Any info would be helpful! Thanks!
Just wondering. I'm having a lot of fun in this particular game.
I was going to finish my 1.0D1 game before I apply the X patch, but will consider scrapping the game and upgrading if the patch is "all that". So I want to know what's in the X patch.
I always attack the arceans first. Something about them bugs me.
Cool, if I win this current game I'll try bumping the AI's up a notch
If you jack up your research spending the second you get all your planets colonized, you can get Planetary Invasion Tech in about 5-10 turns on a normal game. On normal the AI is nowhere near ready for you at that point. They usually have about 1 defender per planet and ony 3 or 4 offensive ships, which you can carve up pretty easily.
Ok. Yeah the pop only numbers taxpayers. As long as they don't tax kids and seniors I'm sure you could assume that only people of military age are taxed. I like that one.
I saw a player review on gamespot.com (The site editors are taking their sweet time) that said that the AI seems to be quite vulnerable to a rush strategy, and I kind of noticed the same thing on my 2 normal difficulty games. What do you guys think about that?
One of the fun things to do with games like this is try to immerse yourself in the game more by explaining away as much as you can so you can still "believe" the premises in the game. But games like this always have to balance between believability and good solid gameplay, so there are always some things in the game that make it hard to follow along. In a game like Civ it’s when the tank beats the spearmen. I’ve always explained that one away by imagining that the spearman was an
It attacks your ships by a combination of weakness and lethality, and I think it favors weakness slightly. If you do the math, it should be a very simple calcuation of "how can I reduce the damage being dished out to me the fastest." This is a pretty straightforward calculation being made by a computer. I don't think you could "trick" the AI unless there were a bug. In my experience the best combination of forces to use against the AI are identical ships or one ship. M
It would be cool if there was a factory module you could put on a cargo ship. When the cargo ship hit a friendly planet it would insta-build an factory on the colony. I guess they'd have to make it really expensive and large to balance the game (and require a tech for it.).
Destroy them immediately before the drengins do! Also gives you time to develop the planet! Nothing beats another class 15 planet! This is not even an option for me. The luscious class 15 I get in the early game beats anything they could give me through trade. "Buy a fish from a man, and you eat for a day. Steal his fishing boat and you eat for a lifetime."
Well, it's pretty clear in the agreement that licenses are not transferrable from one person to another, so NO. And you cannot set up a situation where you will play on more than one machine at the same time, so NO. The fact that they didn't copy protect the CD itself was to make it more convient for you to play the game legally, not permission to break the law If you really want your friend to have a taste of the game you have four legal options: 1
I am currently winning pretty handily in a game with normal map, normal difficulty and I used the following methods: 1) Tech ruch propulsion and the re-design colony ships and constructors. 2) Purchase lots of colony ships and send them out with their new better engines 3) Sell or trade any non-diplomatic non-weapons technology to all races the minute you get it. 4) Buy trade tech immediately from the first race who has it. (usually torians) 5) Build at least
In the options screen there are several viewing options for combat. What do they do and which are the coolest options to make all combats look as awesome as possible?