Dread lords patch notes: http://sdc1.stardock.com/public/gc2/production/history.htm Thanks much, very kind.
TheBirthdayParty
Could someone direct me to where I can find the patch information for GalCivII Gold(has Dark Avatar expansion). I haven't played it in quite a long time, but decided to reinstall and play some more. So I have no clue what any patches have done since the last time i downloaded a patch was a long time ago. So, patch update list anyone?
Yeah it definately downloaded and updated. There was all the text for it and the progression bar and so forth.
Erm, if you noticed I said there weren't any new updates in the history. :/
So I load stardock. It updates itself. No prob. Then I got to games and it updates galciv2. That's fine...except I can't find what was actually updated. I see that the version is still the same in history and there isn't anything listed that was updated. Help?
this is what alliance victory is for.
I think it would be great to see technologies that require researching two others. Like missles up to harpoon and lasers up to lvl 5 could make laser guided torpedos, more damage smaller space higher cost. Or virtuality(heh, uh edit:virtual reality, oy vey) centers and large hulls allowing you to add components that increase influence, a floating fun city or something.
I start out with up to Ion drive. So this can be traded most of the time when I first meet a race(I research up to diplomatic translater first). I also have been using a research and economy heavy race. I don't build up my military until after i've researched up to lvl 5 laser, up to advanced diplomacy(alliances as well), and have a lot of the low level technologies researched. Then I trade with the AI for diplomatic translaters. Then end my turn after I have them. The following turn I trade for
I name my ships very simply. Colony I(I never make more after all planets I can take are taken) Constructor I, II, III, etc. Then T for tiny, S for Small, M for medium, H for heavy, J(juggernaut) for huge. Then its beam, missle, or gunship, or Ter(for territoy, ie-ships with only one engine) Then its either attack(as many weapons as can be fit), hard(one type of armour), tough(2 or more types of armour) Then its just I, II, II, etc So its like this:
Thanks for your input everyone. Particularly on square root defense.
I'm curious what ship mixtures you folks use. I almost always use just one weapon type on a ship. Such as 5 anti-matter torpedos. Not, for example, a few lasers and a few missles. I either go for the highest damage output or go with what they AI doesn't have defensively. As for defense I go with whatever the AI's using as primary weapons. Though sometimes I mix and match shields and armour. I was curious, can say shields block damage from missles, mass drivers, as well as beam w
The entertainment buildings are a must. There are other strategies, but as a general rule, 1:1 ratio between entertainment buildings and farms (ie: a farm on a 300% bonus tile would still need 3 entertainment buildings). Morale resource starbases are another way to help keep people happy as are the various trade goods that become available as you research the entertainment
This only happens to me when they are relatively far away, which usually means a civ or 3 between us.
Hey at least you recieved some ships. Every time I get that message I can't find any ships that aren't my own design anywhere. IE-bug, so they don't actually end up giving you ships?
Is there a way to turn off flag ships so no civs have them at start? If not, it'd be a good idea. This way galactic guid book and researching to survey modules would actually be useful.
Orbital Terraformer effects ALL planets that you own, Not just the one you build it on. Yes, I know. My point is its almost useless to build it because by the time its actually built most, if not all of my planets, have terraformed and built on those squares already. Every game.
What I do at the start of the game is set social and research each to 50% and put manufacturing at 100%. I keep buying colonyships(mine cost 1054 due to ion engine) and sending them to uncharted systems. Once I'm down to about 700bc I put military back to 33, social 33, and research 34. I then continue to build colonyships. I keep my tax as high as possible so all colonies are as close to 45% happiness. When the BC is close to 0 I lower manufacurting a
I'm finding that building the orbital terraformer is a waste of that particular planet's production? Even if its tiles are full, i'd rather set the emphasis to research. Terraforming on each individual planet, by this time in the game, takes a turn or 2 and most of my planets are generally not building planet improvements or not many at anyrate. And I assume the galatic guide book is a blunder since by the time its built all anomalies are go
sometimes use fighters as a support role, particularly if i don't have enough caps, they are easy to mass produce cannon fodder that can still deal a good punch. Ditto. Tiny ships are good for cannon fodder. </
Oh yeah and can we get the DELETE key to bulldoze buildings/cancel builds or upgrades. Oh, hey, so decommissioning a square...deleting it...does that give you extra cash or recources? Does leaving the building there and upgrading create less time to build over it?
I think it would a really good idea to at least be able to find out which planets have the highest POSSIBLE ship production, instead of which currently does which can be skewed by many factors, such as if its producing a ship, set to all research, etc. In huge and gigantic universes it would make things a lot easier to manage/less time consuming. Anyone else?
This is even with two influence starbases per sector along or slightly on their side of the border, all of them maxed out at 287 influence. The bases have been there for over a year, and the border has only moved marginally. There are currently no other races planets in my systems, and the nearest other systems are almost a secto
I've noticed often that civs get these suddent influence bonuses without a civ giving up and joining them. The influence borders even look screwy. Its like a sudden burst in their influence and it doesn't recede much if you use A LOT of influence space stations upgraded very high. Also in playing one of these occasions I was frustrated so started anew. But for some reason I was told, when I tried to move my ships, that they were out of range
Once everything is upgraded, you can always upgrade the factories and I think they give the bonus until upgraded. Hmm, something to check.
When updating a ship with a constructor module or a trading module it is not visible on the ship and does not factor into the size total, but when launched and used still functions as their module purpose. With colonization ships it does not work, in that you can not lift off because you can not store any population. If in the starship tool(though upgrading the ship) you can clear and everything resets as normal. So this happening to anyone