I tend to turn off the victory options I've done. So if I've had an influence victory, I turn that off for the next game; a diplo victory I'll turn that off for the next game (in addition to influence) until I've had each victory type, then I just turn on what I like.
RogueIdea
In my game Altarians and Arceans do. Others seem to want to finish their current research, before researching the cure. The problem is their current research takes up to 20 turns to complete (slowest tech, no tech trade, large uni game). I've noticed this too. The last time the plague hit one of my games, it was the Altarians that researched the cure first, followed by the terrans. And looking at the population, it seemed that a couple of the civs neve
I think the peacekeeper is among the coolest mega events. I haven't gotten it recently, but too bad they nerfed them. It would be cool to make them at a fairly standard power (and somewhat high combat power, say large hulls with Anti-Matter Torp-level weapons and midrange defenses, at least half of the attack power of the ship) just to see how it changes the dynamic of the game--esp. with alot of evil warmongering races. Can the devs add a 'non-nerfed mega events' checkbox to the inte
That's a bug? I thought that it was tied to leveling up. I guess that's why I didn't see it happen more consistantly. It's happened to both my ships and AI ships however, and it does seem to have some connection with getting your HP reduced to zero in a tie (which the ship recovering the HP will win according to the 1HP rule), and the winning ship levels up at the same time. Hope that helps.
Is there a random seed to mega-events? Can you go back to the last auto-save and avoid the event if you don't want to play through it? Yes, I did that once. I got the spy infestation mega event. I was so annoyed with it I reloaded the last autosave (mine is set for every 5 turns) so I didn't miss much and the event didn't happen again.
Again, even with Custom races my evil creations tend to get stomped, and the good races do very well due their tendency to hug each other and forge alliances. I concur. The Mandalorians I created I figured would be perfect for an alliance with the Drengin...but it never happens. While they seldom declare war on each other, they can't seem to stop themselves from declaring war on everyone else (although in my current game, the Drengin didn't declare wa
Basically, I've found that I can do more with fewer worlds that are happy, moderately well built up, have a higher population, and an empire with a stronger economy. Its not hard to conquer the AIs' planets when they only have 1 billion on them and are struggling to even put up some basic defenders. I don't play on Tough, I'm just cutting my teeth on Normal with a couple Intelligent opponents mixed in, but I have to agree with this. I colonize the highe
Very Strong: Krynn Mandalorians (Using Korath AI) Altarians Strong: Terran Alliance Iconian Refuge Unimpressive: Arceans Yor Early Loosers: Drengin For whatever reason, the Drengin in my games always end up on the losing end of the stick. In the game before my current one, the Drengin were the first civ to fall. In my current game they've kept up but only because I haven't gone to war with them, and oddly, the Drengin haven't
Over the weekend, I started my first game on Normal, with the Mandalorians set to 'Intelligent' and high CPU usage, and the Altarian Resistance set to bright. It didn't take long for the Mandalorians to become the de facto military power. It was obvious (later) that all of thier research had been dumped into weapons tech. After the initial colony rush, it didn't take long for the Mandalorians to declare war on my civ, as I was the runt of the bunch. I'd say within 10 turns they had d
So we're not talking about an internal matter, because in your example Lousiana's "we want to be part of France" movemnt would be funded by the French and supplied with arms by the French. That's a hostile act, period. Absolutely right. I doubt this would happen, but maybe each planet could have an 'Exclusive Economic Zone' (EEZ--this is a real world naval term for a coastal area that is considered part of the country that owns it, and could
I read in another post that the AI doesn't seem to operate right with tech trading off. I haven't tried it myself yet.
Listen guys...the AI is great, but I don't want Stardock creating The Matrix, ok? Thanks.
And what is the patch patching? Will it include the Subspace Anilator(sp) weapon? How about the Subspace Blaster that does more damage than Phasors VII?
I think there's a bug with negotiating peace with a minor race and trying to negotiate colonies out of the deal. I was at war with the Jagged Knife, and eventually I got tired of trying to track down thier last few colonies, so I just went to make peace with them, and maybe get a few extra of thier colonies out of the deal the way I would with major races. Every time I did it, the game crashed when I went to seal the deal. Eventually I just made peace and left the other options off th
Today was the first time I saw the Super Dominator corvettes, and the sheer number of them was crashing my game. I don't think this is because of a game issue, but rather just that I've got only 512MB of RAM and I'm playing on a noteboook PC. Anyway, the Drengin were on a pretty dopey intelligence setting so I created a large ship with lots of weapons and a bit of defense + the Super Warrior ability and declared war to take out all those corvettes. The game ran much smoother after tha
I stopped all military production, and left myself completely unguarded. I then threw all my money into research. I got my infrastructure in place, and then developed a ship that jumped about 20 generations in technological advancement. As the pirates numbers thinned, and war was once again possible, my ships were much larger then anyone elses, and had the defensive and offensive capability of an entire fleet in one ship. I also had incredibly fast troop transports tha
My turn to weigh in here. I'm still goofing around with DA, and I have to say that I definately have found an interesting dynamic between not-enough and invincible level defenses. The other thing I found is that while the AI will never trade you weapon techs when you're at war (or maybe never, I've never gotten any), I'm always able to get all the defensive techs I want on the cheap. This saved me in one game as even a bit of light defense allowed my ships to survive more than
Agents aren't that big of a deal, I mostly ignore them (unless I've got one on one of my planets). Half the time I end up having a huge stable of agents because I seldom place them. I had a problem with agents once during the campaign, it seems that I couldn't research counter espi. tech (which allows you to build a building that makes your planet immune to agents), and the other 3 races must have all been using thier agents against me for the number of them that I had over my planets.
I have to say that DA grabbed me in an addicting way that DL never did. It wasn't that DL sucked, I did like it, it was cool, but...it just didn't grab me. DA has been a cronic problem with me getting to work late I can't seem to put it down.
Another thing I forgot to add: Better Intelligence Reports on ships. The Intel reports might be pure fluff, but this is the kind of fluff that you buy a whole cake for. In short, I really like it, and would love to see something where a mouse over could give you info, or maybe just a small menu somewhere that would give you a weapons layout, defense layout, and an engineering layout. I've built ships for no other reason than to see the name of the weapon that I mounted on it. I thin
It would be interesting to have weapons components that would only fit on larger hull sizes, like a railgun the scale of the MAC guns of the Halo universe. If they could hold massive single shot weapons.. that'd have an interesting effect on gameplay. On one hand, thats a helluva big bullet. On the other, it's a single gun, so you're hitting one target with it only. A ship with the weapon would be great at smacking big ships, but not so much at hitting the smaller ones
That's IMO silly: a gun is a gun wherever you put it. BR, Iztok Indeed, but it's the size of the gun that the divisor (or multiplier) is meant to represent. If you think in naval terms, a PT boat isn't going to mount even a single 16" gun of an Iowa-class battleship. However, it might mount a 40mm gun that could be a scaled down equivalent of the 16" gun. Heck, I might even believe that you could fit the right 127mm (5") gun on a PT
Kryo, would it be possible to unlock all the various ship templates in a mod? Similar to what you've done with the KHSM, but with the templates.
The concept about "you can mount as long as you have space" is not exactly a logical way to think about. Like in real life, three 5" guns is not the equivalent of one 15" gun. The problem here is that every ship class share the same technology. That's the main reason why defense get as more useless as the game goes, since as the tech advance the gap between raw damage and the amount a ship can mount get very small. IMO, the solution to this is not with th
I agree on the engine changes, that's made a big difference. That removed alot of moldy cheese from the game o.0 The campaign is outstanding. I never really got into the first GalCiv...I liked it, don't get me wrong, but I'd play it for a few days and just get bored with it. I'd go back and play for hours in the ship designer trying to re-create a ship I'd seen in a movie or something. As you can see by the number of posts in the show your ship designs area, I haven't had