[quote]GalCiv 1 is a completely different game in many respects. I still play it from time to time.[/quote] So in what ways is GalCiv 1 different from GalCiv 2 other than the many improvement in GalCiv 2 (user designed ships, race unique tech trees, super abilities, modding, graphics, etc.) ?
Mascrinthus
[quote]There is nothing worse than watching episodes of TV online only to have certain episodes yanked before you get to them.[/quote] By the time I saw the first promo on TV for Heroes season 3 it was already well into the season. I went online and found they had already deleted the first two episodes! So I had to settle for watching the 2 minute recaps for those and then watch the full episode 3. On the bright side without online viewing I would have missed much mo
[quote]I prefer this style of AAR to the ones that are just one long story with no pics...[/quote] Then you might like my old AAR for DA with lots of pics. [e digicons]:grin:[/e] [link="https://forums.galciv2.com/167532"]Detailed Suicide Medium Map DA AAR![/link]
With the unique tech trees in TA, any guide for TA has to be different for each race. So let's focus in DA where only the Super Ability and starting race bonuses matter. Below you find three excellent AARs for DA (the third one is my own): [link="https://forums.galciv2.com/150051"]Altarian Rebillion AAR[/link] [link="https://forums.galciv2.com/163571"]Detailed Suicidal AAR for DA[/link] [link="https://forums.galciv2.com/167532"]Detailed Suicide Medium M
[quote]The Hull points to increase HP run a little expensive. If you can, it's far more cost-effective simply to buy more Hull than you need. There's no rule that says you have to fill all the space. Just by getting a Medium hull instead of Small, you're getting 12hp for 40bc. 22hp for 80bc by going Large. Also, when considering defenses vs. more HP, consider that defenses get boosted by red mining starbases, whereas HP do not.[/quote] I like to go for the larger hulls too because I p
Why would anyone play GalCiv I today when we have GalCiv II TA, except out of curiousity to see how far the game has come along since that release. Stardock should offer it as a free download to those who purchase the digital download of GalCiv II TA.
Impulse: Update Failes but Uninstall/Resintall Works The updates to GalCiv II TA 2.0, 2.01, and 2.02 each failed for me using Impluse. Sorry, I did not write down the error but it was complaining about not finding some file or folder. In order to install each I was forced to uninstall, reboot, then do a full installation, and finally reboot again! The update of GalCiv II DL worked fine; I can't recall if I had this problem with GalCiv II DA 2.0. Thankfully I have a broadband connectio
After Ctrl+PrintScreen you could also Atl+Tab to a image/photo editing program, paste the image and then save it.
[quote]Out of all the Space Scifi, Star Wars, is perhaps the worst when it comes to laws pf physics and everything else. [/quote] Yep. It is fine for soft SciFi to get around the limits of the speed of light by coming up with space folding, short cuts through other dimensions (think of two points at opposite ends of a sheet of paper and you fold the sheet so that they are touching), etc. However, in Starwars they refer to parsecs as a unit of time rather than distance and
[quote]Is it just me, or did they pull the pq1's out of TA? I don't believe I've seen anything below a 4 recently.[/quote] I'm currently playing the TA campaign and I've seen a PQ3.
In DL/DA I would research up to the end of the Planetary Invasion tech branch so I could build transports with the ATM and invade high population planets with the mini-soldiers option. The 500 BC was well worth it once my economy reach the point of a comfortable surplus, against developed >=10 PQ planets with a moderate or high population. However, in TA a change was made that you lose any planetary improvements for which you don't have the technology. Given the different
[quote]Something like the PQ1 thing I could imagine putting pq1 at the start of the name, so that when you sort the planet slider by Name they all come together. [/quote] If you click on the button on the left to bring up the planet/ship list you can sort your planets based on several different attributes including PQ/class.
The DL's combat ships start out as fighters with lots of firepower but no defenses and low HP. This makes them very fragile. When I played this campaign back in 2005, every race had the first strike advantage just like the Super Warrior in DA. I would research up to plasmaIII and could take out a DL fighter with a fleet of 3 fighters without any losses. I completed the entire DL campaign without losing any combat ships. In GalCiv2 DL 1.2 the first strike adv
There is also a link http://www.gamespy.com/articles/936/936024p1.html , where you can vote for it as the "2008 Multiplayer Game of the Year"!!!??? I guess no one told them it is a single player game! [e digicons]:D[/e]
[quote]The Main Menu->Ship Designer absolutley needs a miniturization slider.[/quote] I agree!
Don't forget the cheap to build/buy recruitment center which provides a 20% population growth and 10% economic bonus. It is usually the first thing I build/buy on a new planet.
If you are looking for a Sci-Fi comedy then how about: Red Dwarf Lexx The Hitchhiker's Guide to the Galaxy (TV series) I miss: Prisoners of Gravity
Were you seeing ships with defense and no weapons in fleets or just parked around planets? I reported as a bug during the ToA Beta seeing planetary defenders with defenses and no weapons. It might make sense to buy and launch a very cheap ship consisting of only a tiny hull to block unarmed troop transports lacking an armed escort; however, adding lots of defense only increases the cost and won't stop an attack ship with a basic weapon (even a ship with high defense will during
[quote]Busy week next wee- NotMoM info on Tuesday, Galciv 2.0 on Wednesday. Anything else big?[/quote] Well in the United States there is this little thing call Election Day 08 on Nov. 4th!!! Not much at stake just the job of President, Vice-President, and several seats in the Senate and Congress. Tomorrow will determine the direction the US will take over the next 4 years. The events of the past month have made clear that matters not only to Americans and US reside
[quote]About the ship editor: -Will there be an option to control the miniturization and/or techs available? I don't know about you, but being able to design ships for the early colony rush (where miniturization can be limited) and early wars (where techs are limited) would be quite handy. Having everything at once can get in my way of designing those ships.[/quote] I agree setting the miniaturization value is key to determining when in a game (or if ever) a given ship modu
Currently, when the Governor auto-upgrades factories or labs (or other planetary improvements) it queues them up in a random oder. It should take into account the bonus titles so that a factory on a 700% title is upgraded first followed by 300%, then 100%, and finally those on non-bonus titles. Also, the Governor has a strange idea what an upgrade should be, for example, trying to update a Yor Collective to a newly unlocked factory type with a lower yeild and higher m. cost.
ToA adds much more content to the tech trees making the [link="http://library.galciv2.com/index.aspx?m=775"]Galactopedia[/link] all the more useful. Fortunately someone updated it to be compatible with ToA; make sure you use version 1.7.4 or later. Playing as the Yor in ToA you may place on each planet one Recruiting Center (requires Stellar Fortification) which gives you a 10% economic bonus and a 20% population bonus. Also they may place one Efficiency Center (requires Efficiency Stud
At the start of a new game you may disable mega events which will prevent this from happening again.
Good: Altarians, Drath, Iconian, and Torians Neutral: Arceans, Humans, Krynn, and Thalans Evil: Drengin, Korath, Korx, and Yor The Thalans in DA were great for production due to their hive special ability but in ToA they get off to a slower start since they can't start off buying factories. The Yor get off to a good start since they have some great one per planet improvements, low maintenance factories, and several economic boosting techs. However, in a long game withou
[quote]Here is my first Year Zero Victory: Level: Suicide Galaxy Size: Tiny Me: Altarians AI: Thalans Completed: May 15 Score: 25200 I colonized one planet and had to capture two planets.[/quote] This being my first Year Zero Victory, I did several things that we sub-optimal, where the primary goal is to finish in as few turns as possible and the secondary goal is to get as high a score as possible. The first time I starting my research with "Interstellar Warf