Ultimate Doom. A particular civilization is getting their abilities increased by 1% each week (turn). Eventually they'd be gods. What is to be done? don't we have this one already? its the random event where the race discovers an artifact or some crystal (there are like 3 random events with similar effects to this) and slowly becomes more powerf
smjjames
yea, there is Kryo's Hull System mod which is in the library, you can use any hull you want or even use jewlery as the hull itself.
although, there is still that strange one turn apparent drop in influence (noticeable with empire sphere of influence shown on minimap) when you load a saved game, it lasts only one turn though. I've noticed that effect with influence starbases too, but I wouldn't say its an exploit because its effect lasts only briefly and you'd have to save and reload repeatedly and it would be a hassle to do that.
sometimes the minor races just pop up in mid game. I've had games (version 1.2 and 1.3 betas) where there aren't any minors at first and then later a whole bunch of them appear. But normally there is often at least one minor race in the galaxy for every game and even if the minor race was destroyed, you would still have gotten the 'race has been defeated' movie. Also, are you sure that the no minor races option isn't checked in the new game setup? It could have been turned on o
it's entirely possible that the Arceans had a string of good luck and got powerful planets with high bonuses such as precursor mines, etc. With every game, there is a possibility of a race getting such good luck that they become an exception to the norm of what usually happens to them. Sort of like once when the Thalans, normally around average but not neccesarily the strongest military, managed to get very powerful military wise and just soared over everybody else, including
the destabilization thing was removed from the game around release (at least thats what I was told, so I don't know for sure when it was removed), don't know why though. However, in Dark Avatar there will be enhanced espionage and something similar in concept to destabilization because you can mess with buildings on an enemy's planet. There are many more things that are incorrect or obsolete in the manual because there have been so many changes, so it'll be easier to ask the G
well in my latest game I managed to get a few races to close relations with little effort of my own, it could have been partly because I had neutral tendency for a while, a strong military and good relations in general. Although I didn't form any alliances in that game yet, but that shows it is possible to get close relations without much effort.
I've also seen it happen pre 1.3, in this case it was various alliances with major civs and minor civs, the Yor declared war on the Paulos or something and then a chain reaction broke out and most races were at war with each other.
well, DA won't be out for several months and since you're playing the game now (assuming you have it), you should get the most recent patch because there have been many many changes and fixes since first release. However if you mean getting the game at the same time as DA, probably not. But to be on the safe side you should update GC2 to the most recent patch before installing DA just to make sure no old bugs from a prepatched version affects the Dark Avatar expansion.
there is a random event which makes all uncolonized planets in a certain range of somewhere a certain PQ amount. Unfortunately the game doesn't distinguish gas giants from terrestrial worlds when doing the random events. So it's possible you had forgotten about the random event by the time you found it.
well unfortunately the first thing that would likely fix this is a full update, but since you have it on a comp without internet connection maybe upload it to a flashdrive or something and then transfer. I don't know the specifics of how to update if you don't have an internet connection, but there are some forumers that should help you with this better than I can.
You guys are very kind. I (we) still feel bad missing such obvious issues. There will also be a 1.31 since there's a couple of expoits we want to nix too sooner rather than later. I didn't see the bug where the ships didn't autoselect a new one after the current ones moves are over during the beta and that bug is something that would be not
yea, the AI does have trouble sometimes. Although in one game (1.3 beta 3 I believe), the Terrans ran into some kind of trouble because they stagnated, and I mean, BADLY stagnated because they ran into debt and couldn't get out of it for a while during the colony rush, so the other races grabbed planets the Terrans could have gotten. Since they were in such a bad state after what could be called an economic depression for them, they were soon annexed by the other races. That's not reall
I'm seeing in this update that the turn button is always green, even with ships that have moves left. I do have a few ships on autopilot, so I'll see if that is contributing to it when those two colony ships on auto reach thier destinations.
Bug 2: -The dregin civilization capital apparently moved to planet kona after I had captured their home world dregin. that is not neccesarily a bug, where it chooses a new capital depends on a couple of factors, I'm not sure what they are, but if the Drengin only had a few planets left then it's possible that could happen like that. I've seen
np man, mistakes happen and sometimes we could trigger a cause and effect chain unintentionally. Also, will this work with a saved game because I have one in progress or should I go and do a new one?
also, it's not selecting a new ship when one ships moves are over and there are ships with moves left, I have to manually tab to get to the next one. not sure whats going on with that one and I don't think a debug err will help, and its happening with all games from the start.
Auto-select is gone. I know that lots of people hated it bit I find it annoying having to hit tab every time a ship has finished movement. I hope that it will be back as an option? there is an option to turn it on in the options menu. As far as the green turn button goes, I don't know if it used to work for me and I just never notic
what are you talking about? I've never had a green turn button, not even a green one on the end of the turn. Thats probably cuz you still have moves on some of your ships, you need to either use the remaining moves, or skip the movement points. Ive had this on all updates, Original 1.0, 1.0x, 1.1, 1.2 and I plan to have it on 1.3, havent upgraded yet cuz I got a
1st- As documented in other threads, the end of turn does not change the turn button green. Upon reloading a new save game, it was green for the first turn... I got all excited but alas, it never again turned... what are you talking about? I've never had a green turn button, not even a green one on the end of the turn.
Sometimes the minors can cause a bit of chaos, notably the Snathi since they are famous for trying to pick fights with almost everybody. In one game (on a lower difficulty level) the snathi managed to grab two, maybe three other planets. Otherwise, they either make good trade partners when they are distant enough and they always have juicy high quality homeworlds
Although if there are alot of wars going on in the galaxy, the infliuence bases tend to have a short lifespan and so don't become a problem. It's also annoying when they place alot of econ starbases around my homeworld since I always have all of my trade routes origionate from my homeworld.
+ Added strings for moralists event Is this event different from the good/evil alignment flip event? I'm confused here.
sure, an AAR is essentially a story about GC2, so you can do it in whatever style you want.
In 1.3 you can destroy a colony once you own it and it becomes class 0. cool, no more wasting multiple colonizers on a class 4 or 5 world that is in your home system but you don't want, or some other crappy planet.