I will post the debug.err next if that's apporpriate... but could I just rename or move the offending file? It's the battle01.mp3 in the original GalCiv event music folder. It links to some other music which just sounds completely off (haven't found that track yet) at the end of its play. battle01 ends on a low note, but wherever it's jumping to starts with a high note, which is annoying to my ear. So apparently there's no error, just a bad linking choice (in my opinion of course!)<br/
Naota Reign
I'm going to assume you mean "faired" instead of "failed" It's not totally necessary to use only pop growth/economy/moral, but it definitely won't hurt your game. You can be very successful using these bonuses, as it gives you a strong infrastructure by which to base your war machine. If you want to try some crazy pop growth in DA, try Superbreeders. They get 8x normal pop growth at 100%
Influence starbases only affect influence. Morale is not changed in any way, so using them on your own planets is useless.
I'm not sure if this is related, but one of the songs that play during war sounds like it skips back to the beginning part of the way through the song. I don't have any other sound problems at all, but it does it every time, I'm guessing part of the way through as I've never heard the whole song. (It's annoying enough that I reload the game to get different music) Is there some way to get at the music in the game and listen to it seperately? I have no idea how to explain which song it i
In a single player game, why do people care if other people do this? If it bothers you, don't do it. Thank you Brad. I understand people wanting things fixed that are game breaking or hurt the game overall, but leave other people's playing styles alone. Just because they figured out some method which utilizes in-game mechanics that also happens to be effective, you want it removed? Are you upset that other players are b
Eve is a nice game, but the effort you have to put in as time goes on, in my opinion at least, is not worth it. I guess this is the case for all the MMORPGS out there right now, but it still bugs me. Any game that becomes a job is not a game I'm interested in playing. The only one I've really enjoyed and played for a while was Asheron's Call, but sadly a lot of my friends had left and life just didn't allow me the time to play regularly.
Just to note, that above is an All-Labs approach, which, in my opinion, is more difficult than all-factories. WWW Link - This is a link to Purge's recent All-Factories build, and is quite in depth on the subject.
The way they make it sound, though, you get a diplomacy hit for being good and having slave pits. I wonder if Dregin will experience this as well?
Amazing work! Good show indeed.
I think they overshot the mark in DA with the increased population cap on your home planet; it's almost unavoidable to build 1 or 2 morale buildings on your home planet to keep its morale anywhere near the other planets Heh, not if you fire off your pop from your homeworld like a machine gun. Ahh, superbreeder transports
Thanks for the replies so far. Just to verify what I meant earlier, I've been playing crippling and am now testing the waters in masochistic. In crippling I do just fine as long as I have a decent amount of planets in the area to colonize. With my luck I usually end up with a lot, but of course they are all different extreme planets Anyway, I'm fine with crippling, but it's masochistic where I
I've just started playing on the crippling/masochistic level, and I wanted to ask how any of you who like to play all factories go about your early strategy? I have yet to find a very effective method to research those early techs AND pump out colony ships to keep up with the AI. Should I just forego technology for the first few turns to get my ships out? I'm trying not to purchase more than one or two as this is a terrible economy drain and I'd rather stay in the positive for longer. I
Well, advanced techs take a while to research because... they are advanced. If you choose to work your way down one tree you will suffer in other areas. That's your choice. Remember, you can help supplement your population by using your ability points to increase pop growth, keep your morale at 100% (double population growth), and you can also use colony ships or troop transports to ferry population around (ie. take pop from a highly populated planet and send it to a smaller population
The morale building change was very minor, subtle even. It's an early game boost. I don't remember the numbers exactly but it was something like the entertainment center now gives a +15 bonus instead of +10 and the next building gives a +20 instead of +15. That's it, basically nothing has changed.
It's not really a strategy as much as it's not really necessary to build morale buildings. Get a hold of the trade goods and happiness crystals if you're neutral, and keep your taxes under 80%, your populations at or under 12k and you will have a happy populous. The only "morale" building that I would consider building is the counter-espionage center, because on the harder difficulties I tend to get loaded down with spies if I don't.
Heh, looks like you've done your homework; very nice first game! My only real comment is that it seemed to easy for you, you might want to try upping the difficulty level a bit to get more out of the game!
I'd like to confirm this as well as something similar. I'm still using DA versopm 1.61.090 and have not yet updated to 1.7 beta. Not only have I gotten some 0 troop attacks (which, amusingly enough kill around 20 of my troops; I guess they got scared to death by the empty transport), but I have also been invaded by races I was not at war with. No debug posts as the games otherwise went normally and I found it more amusing than anything.
Okay.. so what are you referring to as per "powerful?" Is this in terms of HP, or attack? How would I know whether it would be smarter to use a fleet or a single ship in combat? Sorry for the questions, I just like to understand it as fully as possible.
Hey, I just wanted to verify what exactly is going on in the "tie rule." What I'm referring to is when you pit two ships (or more) against each other, sometimes they'll both "kill" each other, but one will survive the encounter. How do you determine who it is survives?
Well, you need to be more specific about what's going wrong in your game. What difficulty have you been playing on? What's your colonization strategy (if you have one)? What part of the game are you having difficulty with? There are a lot of posts about how to handle playing the game already in the strategy board that might help you if you don't mind looking for them. Anyway, the people here are usually quite friendly and helpful, so you post what you're looking for and we'll b
It only works on Dark Avatar IIRC.
Just in the sense that it's more difficult to make a productive class 10 planet that's got a 16.00 population whereas a class 26 planet could accommodate that number much more easily while also being productive in other areas. Mid game, for example, most of my planets have high morale while homeworld is much lower, unless I add more entertainment type buildings and reduce its effectiveness. If I could move my homeworld I could raise my taxes a little more and benefit with no losses.<br/
Oh.. haha, so it's just there to tease me then
Hi, I'm playing the current version of DA, and I was wondering if I'm just stupid or if something is wrong. I waited an entire game to try and change my original homeworld, but the "Set as Homeworld" button remained greyed out for the entire game. This put a bit of a damper on my economy so I'd like to figure out what I was doing wrong. Is there some tech you should research to change your homeworld? It was never a useable option for me.
Mistralok, where did you find this information?