What would be nice is, when a civ surrenders to an ally, they give over their surviving warships/bases as well. There is nothing more irritating than getting a dozen planets from someone, they are surrounded by troop ships and all the planets are entirely undefended. Especially if those troop ships belong to your enemy...... Example: I was fighting the Altarians, Torians and Iconians. I couldn't clear the defenses of this one Iconian planet and it was the only one of their planets wit
mikeswi
I've seen the Arceans research all the way up the invasion line, to the point that they were building troop ships with 3 adv troop mods. An AI with a bunch of NLCs is scary.......
It says it right in the description for it....
I spotted this in one of the dialogs: http://i68.photobucket.com/albums/i6/mikeswi/typo.jpg
Nitpick: upgrading a ship, shouldn't that modify a current design instead of dumping everything except the ship frame? There's an option to deal with that. You have to uncheck "remove functional components when upgrading ships"
It's happened again in a second game. A single Drengin defender attacks a planet during peacetime, then runs away to the closest colony.
I hate this one too. It always seems to happen within 5 turns of me building Eyes of the Universe, which makes it worthless and you can't replace it with something else.
Even more strange after this sneak attack, I checked the diplomacy screen and we were not at war, still friendly relations?!?!? In both my cases, the attack automatically put us at war. One possibility, is tha
Ok, now I KNOW something is wrong. The Torians just did the same damn thing. For the Torians to attack me at this point makes about as much sense as Trinidad launching a surprise paratroop invasion into the United States. The Torians are at war with the Drengin and the Yor. The 4 of us are all that's left. My military outweighs everyone else's military combined and then some. The Torians and I are very friendly. I just gave them a bunch of ships to help them out and I'm about to attac
1) you suffer the hit for offending them to ask for a tribute No..... If I demand money and they refuse, there is no change in relations. If I demand money, they refuse and then I click the send button a 2nd time, it acts as if they did pay it, which lowers relations. But they haven't actually given me what I demanded.
Something very weird is going on with my current game. I don't know if the game has gotten glitched or what. The Drengin sent a single defender/fighter into my territory, attacked a planet, killed one of two ships in orbit, then ran away to their nearest colony. They had no other ships anywhere near my territory, except on a colony close to my area. We had friendly relations, I was only slightly less powerful than they were, I was their biggest trading partner. It doesn't
I don't think I've seen the AI come back from a serious defeat, unless they make peace first and rebuild. Every now and then I have to rescue the Altarians from the Drengin, to keep the Drengi from becoming too powerful.
You're given a warning one turn in advance already.
I'm pretty sure he means the trade good that's available once VR centers are researched. That's not a starbase module. It's a trade good that increases the morale on each of your planets by 12%. You can also sell it to the AIs.
That's almost certainly what it is - they're fully mining some military resources. Mine just two of them all the way to "resource sector" and it basically doubles your defense and attack strength.
Anyone else noticing that the AI puts massive defenses on their ships now and few weapons? That's when set to Intelligent. I'm continuing to do the same thing I did before simultaneous firing - 1 defense per medium hull, 2 per large, 3-4 per huge, plus massive firepower. Just enough so that the game doesn't confuse escort with flagship. And, well, the AI is being slaughtered by me for very little in return. One good example of this from a brutal game the other day. The Drengin built a
The miniturization is capped below that achievable by the Yor Sorry.... the coffee hasn't smashed the fog from my head yet. Not sure what you mean by that?
I'd rather it worked, rather than work around it. If it's a bug, it should go on the fix list. If it's intentional, the size of the limit should be documented so people don't put on extra life support modules that won't help. Besides, bases don't survive very long when Dread Lords are around.
Probably a screwy setting or something. Make sure this file is gone when you uninstall: My Documents\My Games\GalCiv2\Prefs.ini If it's reinstalled right now, copy that file somewhere, delete the original and then try loading the game.
I've played 9 games on challenging difficulty and 1 game on Normal and it lists the skill as normal. Tell me about it. I've submitted 5 tough scores and 2 on challenging and it gives me a "challenging" medal. I wonder if it's still going to do that after 100 tough games? God forbid I ever submit a "normal" score...
Yeah..... The Drath have some nice advantages. 50% defense boost. Start with Ion drive, Industrial Theory, Stellar Cartography..... I slashed and burned my way through a game yesterday playing Drath. That defense bonus is nice, once you get halfway up the defense tech tree, where defenses actually count for something. That's balanced by...... The evil races get soldiering bonuses, miniaturization and logistics bonuses. Play the Yor sometime and you'll see. The go
Um, try the 1.2 beta....you'll see. Defenses MATTER. Yes, but they dont matter as much as everybody feared. Certainly not enough to align as Good for that one reason. Firepower and logistics still matter more than defenses.
This took longer than I thought. I made a note of every hull size's capacity, the size of a Laser MK V and a Hyperwarp III engine for every hull at every level of miniaturization, with and without the shrinker. I didn't look at anything else because this took a lot more time than I thought it would. The strangest thing that I noticed is that Small and Tiny hulls actually get LESS capacity moving from "basic" mini tech to "enhanced", plus an increase in some components. Considering tha
Boosted defenses simply aren't important enough to be the sole reason to choose a good alignment. It's been proven by experience and by number crunching that defense-heavy fleets don't do as well as firepower-heavy fleets. The advantages of the other two alignments are much better and just about everybody seems to agree on that. Like I said, if someone wants the defense boost bad enough that they pick good for that reason alone, they should play as Drath instead. Their natural abilit
You really ought to make sure you know what you're talking about before saying something is "silly". The same argument can't be used for your two examples. Evil gives you very powerful weapons pretty early on. It also gives you a building that doubles the economy, another that boosts military production about 50% and another that lets you invade without being charged $$. Plus you can upgrade starbases for free. Neutral gives you the NLC, free planet upgrades, more trade inc