i believe your limited to 4 per sector. 4 in the same sector, and you could just manage 1 in each surrounding sector if it was dead center. 8 total that way. it has to do with the fact that the area is round, not square. if it were square you could pull off 24, not 20. dont forget 1 in the corner of each diagonal sector
P0rcup1ne
yep, you should be able to ally with the drengin, assuming your wanted to. check out the new thread on how to avoid a war. it will tell you what NOT to do if you want to form alliances. https://forums.galciv2.com/?AID=122425
oh, and you can do pretty much the same thing with factory planets, but there you can't USE all the production. at least i have never managed to build a 6k bc ship. i don't because i focus on control rather than massive manufacturing capacity. takes me 10-20 turns to build up for a good rampage, but once i start i just keep it going till everyone is gone so no matter. never needed to go diehard on the research tho becases i am so filthy with money i can rush build everyth
lol, interesting but i think i will pass. i only go for tech victories when the ai tries for them(i know i can turn it off). certainly this is not just for tech victories but having a 300+ tech rating make the rest of the game just a mopup exercise so.... maybe if i find my self behind the 8ball sometime i will pull this rabbit out tho
good thread topic i posted something like this for a noob that was having a hard time but i think you hit all the point i did so i won't try to track it down and repost it. 2) warships- transports seem to be MUCH more irritating than attack ships. if you buy transports from opponents make sure to get them out of his territory ASAP. getting them beyond his influence borders is NOT eno
yes, this sort of thing is more for saving money, not making uber fleets. if your attack ships have the best weapons, and most weapons THEY will get targeted and your designated victim ignored. just underweapon your attack ships enough to get your martyrs prioritized or keep old ships running with brand spanking new martyrs and it can work like a charm and don't forget your martyr has to be competetive wi
i don't think you can upload a pic to the forums. you have to have it on a server somewhere and link to the pic. there are free servers you can use tho.
same here, i get no consistent errors. when i do it appears they are problems with the server itself. there is a plugin that allows you to open ie tabs in firefox. if you can get the job done within ie when you catch an error like that perhaps a ie tab would help.
about that alternate upgrade path.. did you check to see if it works for the autosellect when researching? if it gets buggy there it would explain alot.
i used to be diehard for a puppetmaster strategy, avoiding all wars til someone had one foot in the grave then swooping in and masacring them. with the price of starting wars increasing a thousand fold or so with 1.2 that is much more problematic. i still spend a lot of my effort channeling opponents as best i can, and slowing down their research and invasions but i don't jumpstart their wars for them. stealing all their resources takes priority over taking thier planets for the most part, if i
hey, it's not like Dodo is trying to recruit for a different game or anything. this site is here to support the game, not the other way around. more sites supporting the game likely means more support for the game. more support = good. and it is posted in 'off topic' so i don't see what your objecting to El. not like this site will be going anywhere being the 'official site'. it will remain as long as the game is supported by SD. in short THIS site is bulletproof <img src="http://images.sta
they do produce influence, but lack influence radius and get no UP votes from it. they cannot be influenced or influence others. matter of fact i have seen them with planets COVERED with embasies, lol. don't think i have seen this since 1.2 tho.
yes, the bonus stays with the hull
yea, that is also how you get high experience lvls on your ship. reserves are a must
see if you can find a website dealing with xml. maybe you can find the answer there. it is most likely an xml issue rather than a GC3 one.
slimy too. and they stink. the DO breed like roaches tho so can keep you well supplied with cannon fodder
i don't actually know how to code in xml exactly but i am betting that the interpreter sees that as a line terminator or switch of some sort. ever noticed in source code how sometimes you see stuff like this? /blah, blah, blah, whatever, just english sentences an whatnot or simular with just a different character up front. that is just a comment. the interpreter or compiler know to ignore anything after that '/'. it allows you to incorperate documentation directly into the
you lucky bastard! 60% is the max you can get. look on the planet details tab where you see the other bonuses. you should see starship bonus there. it only applies to that planet, ships build on that planet i should say. the hull built there is permanantly improved. it improves the attack by the stated ammount, like you suspected. starbase military (from mining resources) bonuses are global and affect defense as well as offense. mil production bonus is another matter entirely. that af
attack/(defense+hp) i believe. damage will reduce the denominator, thereby causing damaged ships to be attacked over undamaged ones of the same type.
it used to be 'close', since 1.2 tho i believe it is only 'friendly' from neutral ->warm -> friendly, now try for the alliance
i have a feeling that your colony rush may be to efficient for your own good. try playing a race without ion engines from gitgo. with that small handicap the best speed you can get is 3 for your rush. maybe changing how you spend your starting 5k if that is not the issue. if you rush buy factories try rushing ships instead. or vice versa. giving the ai plenty of planets is the best way to give it a chance. turns into either you being able to pick it apart a bit at a time, or you just
well, it DOES give you a crap starting position more often than not but i think i know the reason. i think i drops you first and fits the rest around you. because you get dropped first you have the full map available to be placed on, including every potentially bad spot. the following have a lower chance of getting a bad spot if you happen to land on one. in addition every following ai has a chance of landing next to you, pinning you while having an open side for itself. depending on the number
yea, i ran martyr class heavy fighters built on that principal for a while. it works well if your hurting for cash but i haven't had that problem for a while. 1 expensive martyr escorting my crusaders that cost about half as much was pretty murderous, but that was before 1.2 so the martyr didn't actually receive that much fire either. you also have to take care to keep your tech up near the front of the pack or you can't get too much benefit from that tactic. you can do even better with it if y
i agree that most implenemtations of carriers would mostly be a cosmetic thing rather than a real enhancement to gameplay. and the rest would likely be unballancing. personally i couldn't care less about carriers, i just don't want to see a bad version implemented. even the relativly easy to code version(i think) that i suggested would change the very little relative to the effort to build it in. in short, it is probably a waste to time for SD but since they don't seem to mind that if enough ppl
use the search here to key in on 'morale' and 'economy' strategies. that is prob where your having the trouble and there have been several threads active in just the last week or so that should be helpful. bah, check out these: [link="https://forums.galciv2.com/?ForumID=346&AID=121788"]https://forums.galciv2.com/?ForumID=346&AID=121788">Link [link="https://forums.galciv2.com/?ForumID=346&AID=121524"]https://forums.galciv2.com/?ForumID=346&AID=121524">Link