ships in orbit around planets (i.e. unlaunched) defend the planet one at a time - rather than as a fleet. is this normal? is this how it is in DA and/or TA? is it better to: launch them, create fleets then set their sentry to on? cheers!
kuertee
1. yes. i've been using colonisers as scouts. the ai still beat me to the planets. population (or more directly, income tax) is the key to winning. 2. sounds good game-play wise to make the game more difficult. but its "backward" experience-wise: you pour all your efforts in subjugating an enemy and you miss-out on the "reward" (which is my 3rd point). it seems to go against common-sense both in-game and out. for one: the receiving faction gets the "reward" - especially if the surrendin
hey guys. i've had the game (dread lords) since it was released. and i've not yet been too impressed with it. (i think i've missed something.) anyway here are three things that diminish my experience with the game: 1. at the beginning: i have this feeling that the AI factions seem to know about habitable planets IMMEDIATELY - i.e. without scouting for them. is this how it is? if yes, is there a way to mod this so that the ai needs to scout for habitable
ok...i've not read the whole thread. and being a programmer, i understand whatever brad & co decide to do. the funny thing is (and if memory serves me right), this bug (or something similar: the AI gets an extra turn at load or save) was also present in MOO3. and being a programmer, i can kind-of see how this bug may have eventuated.
i've always thought that there are little or no "milestone" rewards in this game. sure you get to see a video once in a while - but there are no "real" cues that your civilisation is growing. e.g.s in the old game sundog, the city you are supporting grows in startopia, the space station's population go about their daily lives in pax emperia, you get to see your space ship bombard the planet surface and see the colony (graphic relative in size of the actual colony) get n
for non-combat ships: [role]-s[speed] e.g.: constructor-s2 for combat ships: [hp or hull size]-b[beam]-g[gun]-m[missile] e.g.: hp6-b3-m3 or medium-b3-m3 or if upgraded, i'd leave the the name and tack-on the weapon stats: e.g. destroyer-b2-m3 with speed upgrades, i would add -s[speed] e.g. destroyer-b2-m3-s4 i rarely (actually don't) add defence stats to the name but i can use gc2's system: -b[beam]v[defence] (v for versus) e.g.
when upgrading ship-designs...is there a way so that the selected ship retains all its components (not just the "extras") in the "ship design" screen. e.g.: when a colonisation ship, i'd expect the colonisation module to be present in the "ship design" screen so that all i need to do to upgrade it is to replace its engines.
cool... thanks guys. weird thing was that it was at 100. i turned it down to 0. then again to 100. and it's fixed! thanks, again.
sorry if this has been asked before, but... what do i do when my main galactic screen doesn't have any of the 3d objects (e.g. planets, ships, etc.) as shown in this image? (did i turn something off - that i can't seem to find?) <img src="http://img370.imageshack.us/img370/168/galcivnomainscreengraphicsjr3.th.jpg" border="0" alt="Free Image Hosting at www.ImageShack.us