Pyrion

Pyrion

Joined Last seen Member # 2347287
10 Posts 151 Replies 233 Reputation

I'm curious, if Great Britain invaded the Soviet Union, do you really think the United States would come to the Soviets' rescue? No, good civs shouldn't always come to the side of the defender.

17 Replies 18,367 Views
Reply to SHIP CARRIERS!! in Ideas

An easier mechanic to implement, over seperate logistics points for "carrier" hulls, would be just to implement a "fighter bay" ship module that would function similar to a standard weapon mount. You'd have your three weapon choices, and the fighters would otherwise be unshielded/unarmored (you gotta figure they're too small to carry much more than short-range engines and a single weapon of choice) and completely dependant on the carrier's survival for

18 Replies 11,202 Views

It stands to reason that with the weapons being the same, the shields being the same and the engines being the same, being able to fit a lot more shots in per "turn" makes the smaller ships the more advantageous. Sure, you will lose more ships in the long run due to a lower HP value, but you stand a greater chance of winning the battles simply because you're firing more often. Especially against the Dread Lords.

19 Replies 17,403 Views

Yeah it's intended, and I always use it. It doesn't help any though in the Dread Lords on Parade scenario since they don't produce "influence" in that sense.

8 Replies 3,828 Views

No, two AMD CPUs doesn't equal dual core. Two AMD CPUs = dual cpu. A dual-core processor is two cores within one package. Furthermore, most software licenses work based off of physical processors, not logical processors, so a dual-core processor still counts as one physical processor (hence you can run both cores on a XP Home install), and you can run a dual-core dual-CPU system (for 4 logical processors) on XP Pro, which only runs up to 2 physical pro

10 Replies 8,144 Views

Go into your My Documents/My Games/Galciv2/ folder and delete all the .raceconfig files. I think the game will then revert to whatever the defaults are.

2 Replies 6,119 Views

There could be a problem with the dread lords appearing out of nowhere in the sense that they'd need some place to establish a colony. That would majorly suck for whoever ends up the unlucky sap whose star system is randomly chosen to host the Dread Lords' homeworld.

6 Replies 5,735 Views

What do you expect? They're machines. Of course they'll be able to fit more on their ships simply because they don't need to waste space on organic dependencies such as life support.

126 Replies 52,482 Views

I think they used "flagship" not in the context of it actually being a ship, but that you'd use starbases as the spearhead of your military force. Kinda like some companies have what they call a "flagship product", even though they're not actually selling flagships. A "flagship" in this sense is just a declaration of focus.

11 Replies 9,111 Views

As of this moment, just one minor request: Alter the Dread Lords on Parade scenario to allow playing a race besides the Terrans.

223 Replies 115,340 Views

Yes, it does. I once had a very peaceful gigantic galaxy go to all-out war in a single turn thanks to the idiot Torians on the other side of the galaxy declaring war on a minor race deep within my territory that I was conveniently allied with. Which is why I say "ally with a minor race if you want to alleviate your boredom." The Torians and the Altarians were allies, and I was allied with the minor race (Andians I think) as well as the Terra

4 Replies 5,977 Views

You don't have to start over each time. You do get increasingly more techs to start with as the campaign goes on. You do in the sense that if you've researched farther than the next mission starts you out with. You have to research those techs all over again.

35 Replies 30,623 Views

The only sound problem I have is in mid-game on gigantic maps when each civ has a crazy amount of ships moving about all over the place. Each turn that passes, the sound starts crackling like mad while the CPU handles assigning new paths for all the AIs' ships. What really irks me is I once had a train of Altarian fleets run right through my space (across the whole frickin' galaxy, basically) to destroy a single Drengin scout, just because t

12 Replies 12,235 Views

I actually rather like it. I only have to burn half an hour getting a ship to look just right once, rather than having to redesign the same ship over and over for EACH FRIGGIN ITERATION.

16 Replies 5,865 Views

Pfeh. Here's an idea. Build transports and load 'em with the absolute minimum, so that it's a guaranteed loss, and then just escort 'em in and use them to specifically assault the planets themselves. Mass drivers, core detonations, the works basically. You know you're going to lose the invasion, but that's kinda the point. It's an expression of "I don't want that planet, and I don't want you to have it either."

10 Replies 17,115 Views

I think it's per-sector, not based on where your cultural influence borders lie. So if you have a planet in the sector you have the base in, then you don't get taxed. If nobody has a planet in such a sector, you don't get taxed. But if you build a base in the same sector as another player has a planet, then you're taxed, even if your influence reaches out far beyond them. I'm not sure since I haven't tested every possibility, but if both you

2 Replies 5,094 Views