[quote]Sa'karr class colony ship:This image has been resized. Click this bar to view the full image. The original image is sized 1024x768."/>[/quote] It's a crapshoot, really. I've found a lot of ships for Dark Avatar and Dreadlords from the library that work just fine, and some that won't even show up in game. Make sure you have Kryo's Hull System Mod for Dark Avatar installed and running. Yes, KHSM works in ToA.
SunBloom
They're not completely broken, but from my experience Arceans play at a disadvantage compared to most other races. The starting colony rush phase is always brutal. I suspect the harsh speed penalty in the early game exists to counter-balance Super Warrior. I've won some [i]very[/i] lopsided wars as Arceans due to first strike capability while attacking. One thing I've found is that you will colony rush better if you devote 100% of your resources to researching Interstellar Navigation be
[quote]So in default mode you have to exit or ALT the game and copy it into Paint or whatever, save and do it all over again? For multiple shots or angles? LOL! What a bunch of noob questions...... other games have had a print screen key that pastes it to a file. Hmmmm. Thanks danielost.[/quote] There's a button on your keyboard that says "Print Screen". It's on the top row, right side of the keyboard. After you do this, Alt-Tab out of GalCiv2 into paint and paste it in there. I u
I'm a bit wishy-washy on what I use my ship templates for, so now I've got a Large that used to be Small and a Medium that used to be Cargo. Unfortunately, these hulls are visually the same size as before. Is there any way around this? I'm playing on Twilight of Arnor using the latest version currently with Kryo's Hull System Mod.
6) Limit users to posting only once in threads like these.
[quote]I turn tech trading off because tech trading waters down the unique tech trees for the different races to be almost meaningless. Why make unique tech trees, when everybody ends up with the same set of techs anyway because they're all trading like mad?[/quote] I've never seen aliens give each other their unique technology, what are you talking about?
rakenan: Unless tech trading is off, you can and should trade for another species' engine technology. All of them seem eager to trade that away for a fair price. Navigation centers combined with alien engines lead to Arceans being extremely fast in the later parts of the game. I would argue that Tech Trading Off goes against the way GalCiv2 is meant to be played, given that diplomacy bonuses become almost irrelevant without tech trading. My only problem with the Arceans was how gimped they were
Augustus Severus: You can make the pic as big as you want. When you post something with image tags it will get shrunk down. Notice the "image has been resized. Click here to view the full image"? So all you really need is image hosting of some sort. Everyone here apparently used ImageShack, but I prefer Photobucket. Google for one of those, get your pics hosted and you'll be set. Image tags work like this: Start with "img" enclosed in square brackets, the file's URL, then close it off w
gigolojones: Thanks for the input. It was the answer I was looking for. I messed around with making a grab for Interstellar Navigation right off the bat and it does seem to work okay if executed properly. Do you colonize Hammer at the start of the game or send the colony ship out? I'm finding that a colony on Hammer helps speed up research. A lab on a 300% or 700% research tile make the the research go even faster, but otherwise I'm better off not building any. +50 military spending sou
[quote]The Arcean speed penalty is easily compensated for with a couple of easy researches and they are actually faster than standard races.[/quote] Navigation centers are great, but those don't kick in until after the early expansion phase. If you're saying I should put my colony ship construction on hold and research those things before I build any colony ships, you're out of your mind.
I'm using KHSM with Mr. Korx's adjustments in ToA. I want to host some of my better ship templates in the library, but would they actually work for very many people?
[quote]I hope your joking. In my universe there is nothing wrong with galaxy-wide pornography, but I don't mean to sidestep the rules by talking about sex.[/quote] You can play the game your way, and we can call you creepy for telling us about it.
Although I love making war ships, my cargo craft really are my best work. So here's an Arcean colony ship and a constructor: [IMG]http://i211.photobucket.com/albums/bb278/SunBloom/Nephele.jpg[/IMG] The outer ring rotates clockwise. The inner ring rotates counter-clockwise. I don't know how to animate images using Photoshop, so you'll just have to take my word for it. [IMG]http://i211.photobucket.com/albums/bb278/SunBloom/Hephaestus.jpg[/IMG] The two littl
Does the Arcean Cathedral of Valor give any bonus to planetary ground defense? I can't tell, and get the feeling it does not.
Try changing your custom ship style tag into "S0", the Terran ship tag. Your ships and templates might not be working because they're attached to ship style that the game doesn't recognize. I've got quite a few ships that were downloaded from the library that work despite being from Dreadlords and DA. Also, if your ships are as intricate as you make them sound I'd like to see some screenshots.
It's fine, that last response just seemed like you were pouring it on a bit thick. Someone with 100+ metaverse games is obviously going to know more about the game than I do.
[quote]I'm not sure what "munchkin" means, I'm assuming it means cheesy. Although I don't see how overwriting an intended faction weakness is "munchkin". Your still penalized either way you look at it. The Arceans have to waste 5 points just to equal the others in speed (sounds like a penalty to me). Adding speed bonuses was put into the game to be USED Also, the other races can choose it as well, so the Arceans would still be slower than the opponents. I suppose you wouldn't use population grow
Tototo / Piznit: Overwriting an intended faction weakness seems a little bit munchkin to me. And using the creativity perk is definitely munchkin, at least in this version of the game. Who knows, maybe I should do these things just to balance things out. DivineWrath: I did read that. It's a sticky thread, kind of hard to miss. You don't cover the early phase, you just go over the various unique techs the Arceans have. There's also one thing you missed worth editing in: the Lite Construc
In one word: Ouch. Arcean colony ships move at 2 speed, scouts move at one. Might as well not even build scouts, which means I'm expanding mostly blind. Regardless of map size, I'm finding Arceans dramatically more difficult to win with than any other race I've played so far. They have some good unique technology and the first strike ability is solid, but in most games I end up conceding shortly after the early expansion phase when I see the AI players all holding twice as many planets as
Your early colonies shouldn't be building anything that costs significant maintenance or spending, which is exactly what those factories do. You want structures that provide morale, pop growth and income. Only the homeworld should be spamming colony ships at the start of the game. And the AI does cheat if you're playing on a difficulty that's higher than "Tough".
Re: ImperialGuard You can get that same information by flying a ship by one of the AI player's war ships and taking a peak at it. I don't see how that change is necessary given that it doesn't stop the player from designing ships to counter another faction.
1) Balance the starting perks. Economics, Creativity, Luck and Morale are way better for the points than anything else! 2) Balance the political parties. Is there a reason to use anything other than federalists? 3) Espionage needs to be more involved. 4) Change the planetary invasion screen to something else. The old one was better. Even a blank slate with troop numbers dropping would look better than what's there right now. 5) Let us make custom ship styles right within the game
Not sure what's going on here, but I went into the game to take some screenshots of exactly what one would need to set up to cause my crash and... no crash. I finished building my custom constructor, actually. Restarting my computer must have done something. Hopefully Mengy1 can shed some light on the problem, because I can't at the moment.
[quote]If you demand something from a race for free, you take a diplomacy hit. When threatened, you will take a diplomacy hit for not giving in. I agree that those threats would be a lot more intimidating if the AI sometimes declared war on the spot if you refused, but the game doesn't absolutely need that in there.The AI does do this, although I think only if relations are already hostile. I've had a few games where an enemy, usually the Drengin, immediately goes to war if you turn down one dem
Hello. I've been trying to make a custom ship for every conceivable situation in GalCiv2. Unfortunately, I'm getting a crash whenever I try to save a certain template. It has happened over and over. The ship I was working on was a Cargo class. It's big, but not ridiculously so. I haven't used that many parts on it so far. I do have an incomplete template that did manage to save on to my hard drive. Here's my debug.err: Debug Message: Version v1.91 Twilight of the Arnor last upda