[quote]ANY GIANT WEAPON SYSTEMS CARRIED BY A HUGE SHIP SHOULD BEABLE TOO BE MOUNTE DON A STAR BASE, ITS JUST SILLY.[/quote] How can anyone disagree with this??!!! The Light of Truth emitted by this comment is so clear I can almost touch it.... :-) [quote]"Yes, Mr President. Oh, and save the tubes from your paper towels. The starbase mass drivers need to be re-aligned."[/quote] LOL! I always love the little made-up dialogs!
SideMancer
[quote]Suppose, for a moment, that a Huge-Ship equivalent Starbase thingie were available for the same production cost. Why build a Huge Ship in the first place, if you only are interested in defense? Huge Ships cost lots of BCs in maintenance. Starbases don't. Just build a ring of impenetrable defenses and sit back. Boring.[/quote] This doesn't make sense and nobody wants this. We want some [U]good[/U] defenses to solidify our power in certain areas. I believe it should be possible to try t
[B]Starbase strategy[/B] I support the idea of more powerful starbases because they allow more strategic options. I think you should have the choice to litter your territory with powerful bases if you want to. If balanced right, this should however come at a penalty. All the resources you spent on your bases should lead to an underdeveloped mobile fleet compared to other factions with less starbases. This way other fleets are able to go around your bases and attack your planets and reso
I got it working, thanks!
I'm currently editing the starbase fortification techs and I want to add a new independent 'block' at the end of the current starbase fortification line instead of dividing the current block further, but I don't know how to do it. Any help would be much appreciated!
I can answer this question for you: in the options screen, under interface, uncheck the 'remove functional components when upgrading a ship design'.
Although I don't think Nelly's annoying, but she was born in Canada.. :-)
[quote]Annoying Female Singers trade good[/quote] LOL! Nelly Furtado as well I think?..
[quote]Maybe you should be able to use the threat of blowing up the star to achieve control over the whole system. Surrender or we'll blow up the star.[/quote] And what if the enemy would reply: 'Go ahead, we don't need the star?' :-)
[quote]I don't want to know what kind of day care system can put a galactic civilization into debt![/quote] Well, you have to take into account the increased day care costs in the future for all the different species. Secondly, you don't know how well I am able to manage the financial situation of my galactic civilization (which is not very good). I can't tell you how many times my economy was ruined when I by accident stole the end-of-techline 'Day care Differential Life Support System Batt
[quote]think about how quickly the Torians breed, and you might have a clearer picture.[/quote] Thanks Dystopic, for helping me out here, eh that's EXACTLY what I had in mind when making this well-thought-through suggestion.. :d
Well, if it was possible to switch aligment late in the game you could solve the fleets vs day care problem by cancelling the day care, buying a fleet with the money saved and using an army of toddlers to crew your ships, thus not requiring day care anymore. Come on! It's the future, spaceships would be so advanced that even a child could fly them! :-) And remember, I suggested the fleet problem as a colonization fleet, not war fleet, so this wouldn't necessarily be a evil ali
[quote]TA killed my RAM[/quote] For some reason this sounds like the name of a song to me.. ;p From these posts it really seems that 2GB mem is the minimum for Galciv II? I have only 1.5 GB RAM and DA runs reasonably well. I do play gigantic, but play with a largely empty galaxy.
I don't agree with this. Although I do think that Terror Stars deserve some weapons to defend themselves against 'Lukes' (Skywalker), the Terror Star is very expensive and absolutely devasting and that's kind of the definition of a Terror Star. Else it would be just a mobile starbase and a mobile starbase is just a kind of very big starship. With this kind of reasoning you run the risk of losing the distinctiveness of certain game elements in my opinion. I must admit however that how distinc
I really like the idea of long-term consequences of your ethics choices. Imagine cursing yourself whenever: 1. You need funds to aquire a fleet to capture these newly discovered habitable planets in your sector, but you're in debt because you promised your people day-care for children paid by the government to boost morale years ago (and your options to get out of this deal are limited) 2. You thought designating one third of your people of the lowest socio-economic class as slaves
[quote]I was hoping for some more information[/quote] I think this is because 3d-moddeling is a complicated topic with relatively few people involved in it. You can learn XML in a week or so if you have some background knowledge, but I think becoming a good 3D moddeler can easily take a year to get some routine to it. I think most people who create 3D material for Galciv II are people who already work with this stuff as a job or hobby not related to Galciv.. I would love to have th
One of the opportunities I neglected at first is when you are in the transition from 'very early game' (colony rush) to 'early game' (start developing planets and military), you can get great benefits by grabbing treaties with the other factions as soon as possible. Sometimes its possible to get one-sided treaties where you get money and research in exchange for a one-time money/tech offer.
[quote]I've had an "ATOMIC CLOCK" for about six years and its always kept exact time as it was designed to do. Today it lost about ten minutes. In fact, all of my clocks seem to be about ten minutes behind.[/quote] Dear JesanFafon, My name is agent SideMancer. I am here to tell that there's no need to pay any attention to any perceived inconsistencies in the world around you. Just go back to your Galciv computer game. Don't worry about it. Isn't it much better to live in a fantastic
[quote]1 parsec....1 parsec....1 parsec.....zzzzzzzz[/quote] Actually, moving 1 parsec a week is an integral part of the Terror Stars defense strategy. The crawling into attack-range tactic distracts defenders into misjudging the actual threat of the Terror Star: [B]Gilandar Military Sensor Station:[/B] Sensor operator: 'Lieutenant! unidentified object approaching from sector Alpha-Z, it seems large, possibly an enemy fleet or a large battle station.' *Lieutenant looks at th
Or.... you forgot to put a trade module on your ship or put a different module by accident on your ship.
I just started up Stardock Central to try your solution and an update option suddenly popped up, which fixed my problem! So in the end probably a restart of Stardock Central was the only thing necessary.. :-)
Just discovered that Stardock Central lists GalCiv II as version 1.50[b].102. How can I get it to 1.50.128?
I got an error message after reinstalling the game on my computer which drive has been formatted and a new Windows OS installed. I chose all the installation options, so the complete game was downloaded and installed. When starting up the game it said: 'Galactic Civilizations 2: Dread Lords needs to be updated to version 1.50.128 or higher in order to run Dark Avatar. Please download etc...' This is strange because I think the game is maximally updated. I can't fin
[quote]i love starbases. and this was a huge pet peave of mine[/quote] Mine as well.. I don't mind guarding a starbase with a fleet, but now it seems more like baby-sitting sometimes then guarding. I like the idea of a local fleet or squadron which guards a base in times of danger or if they have nothing else to do, but can can also be sent on local missions or assist in nearby battle operations without leaving the station as a sitting duck. Fortunately, Stardock has given
You can mod the defenses to be more powerful, but then you can't participate in the Metaverse.