Kontana

Kontana

Joined Member # 2368173
5 Posts 48 Replies 4,184 Reputation

Version 2.03 ---------------- + Minor adjustments to tech tree costs + Arceans more aggressive at colonizing + Terrans build up military sooner + Fleet window crash bug fix + Misc other updates and fixes https://forums.galciv2.com/?aid=360877

19 Replies 17,917 Views

Suicidal isn't all that hard once you get your strats down, as well a some small things. *Pratice your colony rush til you can execute it how you want. *Make an 'Order of Opperations' to do each turn so you don't forget anything. *Save before hitting the End Turn button incase you do forget something. *If a planet isn't actively building a ship, set it's queue to 'None' so you can see from the main map which planets are actually building stuff. *Decide on an 'Order of

28 Replies 17,822 Views

How fast you can colonize depends on several factors, such as which race you use, which super ability and ability picks you use, what difficulty you're using, which races you chose as your enemies, etc... I've been playing with an immense galaxy, Suicidal difficulty, 9 Major / 8 Minor (aka cash cows), as a custom race with the Iconian tech tree and Super Breeder ability. Abilities are 30% Econ(4p), 20% Moral(3p), 20% Research(4p), 10% Diplomacy(2p), 25% Luck(1p) and 25% Creativity(1p)

1 Replies 3,144 Views

Drengin's models for the starbases work on ToA. I'm currently using them with no problems. Not sure if you need Kyro's Hull Mod or not, as I'm using that too. Looking at the .shipcfg files, it looks like Scoutdog's explanation is correct. Kryo's Hull Mod Drengin's Military , Economy , and <a href="http://libr

6 Replies 2,906 Views

I would install Kyro's Hull System Mod for more options when designing ships. http://library.galciv2.com/index.aspx?m=22

16 Replies 63,626 Views

Like KrazyDock said, don't build anything on new colonies until they reach at least a positive income, perferably only once they reach max population. Set those to focus on research until then (while they have no buildings). This strategy, among others I picked up from Mumblefratz, makes even suicidal difficulty seem like child's play. I would build mostly economy buildings on the homeworld to start with. The more BC you make, the more research you can fund. I think the

7 Replies 4,449 Views

I thought I read this a few days ago and it was answered. Anywho, the planet quality +1 cheat got changed to Ctrl+Shift+N This is also annoying if you happen to have an undependable shift key, as Ctrl+N is still the 'New Game' key. Be sure to save before setting any PQs !! Many a game was lost because I wanted to do what you want, and didn't save.

1 Replies 2,370 Views

Crime, Government, and Cabinet ability bonuses don't work/do anything. Rush buy cost is calculated as: Rush buy cost = ((base cost - already_spent_points) ^ 1.1) * 6 The interst rate is then calculated as a percent taken off that number. So a 25% interest rate should make things you rush buy cost 25% less. War profiteering lets you get a % of each civ's total income if they're at war. So say the Terrans and the Drengin are at war with eachother, and you have 10% WP a

1 Replies 12,042 Views

If you want more diversity, try raising the difficulty level to Tough (AIs will be at "Intelligent" level). You can look at the levels here: https://www.galciv.wikia.com/wiki/Difficulty_level I play on TA expansion, and raising the level worked there. So it might work on DL/DA also. (from another post RabbitRedshift said he plays on DL btw) The races seem to have a preference in TA anyhow. Drengin take lasers, Yor take m

7 Replies 6,458 Views

https://www.galciv.wikia.com/wiki/Racial_bonus That's a good place to start. Haven't played DL or DA in such a long time, so just took a look at it again. One of my old custom civs on DL was +30 Econ, +20 moral, +30 population growth, and Federalist for another +20 econ. Same as what Jacklv takes by the looks of it.

10 Replies 8,840 Views

Above the building selection bar, there should be 3 buttons: 'Newest', 'Old', 'All'.

1 Replies 2,396 Views

I can't speak about Suicidal difficulty, as I've been playing on Masochistic for awhile now. Planning on jumping upto Obscene next game since I'm having too easy of a time. Might try Suicidal just for fun. (TA version btw) DL Basic Factory: 6 production, 1 maintenance, 50 cost DA Basic Factory: 4 production, 0 maintenance (is that true?), 50 cost TA Traditional Factory (Human): 4 production, 3 maintenance, 50 cost TA Basic Replicator (Iconian): 3 production, 1 main

41 Replies 44,959 Views

The cost to build a ship in military points (MP) is listed as the cost of the ship on the ship designer screen. The default Colony ship costs 141 (in TA anyhow), so if you make your planet produce 141+ MP, you'll make the ship in one turn. However if your planet produces 200 MP, then that default Colony ship just cost you 200 bc to make (depending on bonuses and such. we'll ignore them for this example). You can find out more here: <a href="https://www.galciv.wikia.com/wiki/Milit

3 Replies 8,791 Views

Trade them Influence points for cash, then use the cash to bribe them to attack eachother, then buy the cash back with more influence. Net effect is you spent influence to make them goto war. You can also buy some techs from them using influence to get in the tech lead.

41 Replies 44,959 Views

You can look in your debug.err file and compair it to the intelligence levels on the Wiki page: https://www.galciv.wikia.com/wiki/Difficulty_level Difficulty = (AI Level) (AI Intelligence) Cakewalk = 15 (Fool) Easy = 20 (Dunce) Simple = 30 (Beginner) Beginner = 40 (Sub-Normal) Normal = 50 (Normal) Challenging = 65 (Bright) Tough = 80

41 Replies 44,959 Views

https://www.galciv.wikia.com/wiki/Cheats_and_keyboard_shortcuts The Wiki has a good explaination on how to do it (updated locations here for GalCiv2 Ultimate locations). I can't think of a better way to explain it. You first have to _create_ the shortcut, then alter it. That's probably why you couldn't find the shortcut. Copy-Pasted from the link... : You can enable cheats

6 Replies 19,286 Views

Not all bugs are reportable in the debug.err btw. Some don't crash the game, such as the 'spys still spying on a dead civ' bug. Reguardless, humans are humans and don't always follow directions. RainerPlaumann: "First question: Do I need to get any updates beyond that and where ?" For the updates, you need to install and run Impulse. You can find it here: http://www.impulsedriven.com/?site=GalCiv2 Your pop

11 Replies 29,100 Views
Reply to PlanetGen 4.0 in Modding

PlanetGen can do upto 3072x1536 sized images. I don't own Photoshop, but that plugin is something I'd love to try if I did.

7 Replies 9,322 Views

There's a little Spy icon on the left side of the Hud just above the Research box. Click that, then click a planet. Alternateively, on the 'Finance Management' window, 'Espionage' tab, there's a 'Place' button below the spending % slider. Click that, then click a planet.

2 Replies 2,343 Views

Played around with it some more. Appears the AIs can only go so far in debt. I can buy the ship and make them go however much in debt, switch to a different race and hit 'Turn', then switch back to the previous race and check if they have a positive back account again. The highest amount I could get the AI to go in debt and keep it for a few turns was about -4999. Test: -7951 reset -6500 reset -5503 reset -5278 reset -5011 reset -4999 did not re

1 Replies 3,016 Views

I wanted to slow down the colony rush at the begining, so I edited the Colony Module to be 500 cost instead of 50 (playing TA). Enabled cheats so I could look at the whole map to see how fast the AI would produce colony ships. It didn't seem to make any difference. So I set the cost to 5,000. No difference there either. So I then set the price to 500,000. I figured there's no way the AI could make that much BC in a few turns at the begining. There was still no difference in how fast the AI pr

1 Replies 3,016 Views

Althought time consuming, you could save before colonizing, then if you don't get one of the colonization events (or get one you don't like), you can reload and retry. Tokla - If you need to lower a planet's upkeep due to poor economy at the time, just destroy some buildings on them. Also make sure it doesn't have anything in the social or military queue (spelling?) so all BC spent on those goes back to treasury (not sure if depends on version... on TA it goes back to treasury).

6 Replies 4,815 Views