Thanks Kryo, reinstalling from Impulse only worked. I think when I used the cd's to install it created a different directory from the one Impulse used.
Shwates
No, when I installed everything I didn't change it from the default pathway. Should I uninstall and reinstall then? Or is there another way? Thanks for the reply!
I have just re-installed everything (and patched everything) after a computer upgrade and DL and DA work OK but for some reason ToA crashes when I try to start it. The opening cinematic works but then it crashes. Solution? Here is the error log: Debug Message: Version v2.03 Twilight of the Arnor last updated on: Thu Jul 23 11:47:38 2009 Debug Message: Could not open reg key HKEY_LOCAL_MACHINE SOFTWARE\Stardock\ComponentManager\Drengin.net\GalCiv2UL<br
I just finished a game as the Korath where I was evil and built the MCC. I did have a couple planets flip to me after I built it, but I had created a huge amount of influence starbases and had over half the planets ready to defect for several years with only 2 actually flipping to me. So the bottom line is that the MCC is definitely making it A LOT harder to flip planets. Definitely need to fix this.
I have Close relations with a couple of other civs but the option to make an alliance does not show up in diplomacy? I have made an alliance with one civ, but I cannot with the others even though relations are great (close status). Does each of the two civs need to have the technology "Alliances" to be able to make an alliance? Thanks in advance for the help!
I can see what the super abilities of the various races do when they are AI controlled, but I was looking for some clarification: Altarians - when playing them and you are attacked, does their Super Organizer ability cause other AI civs to immediately declare war on your attacker? Any other info about this super ability? Arceans - does the first strike ability apply to each round of firing or just the very first shot in a battle? Drengin - what exactly does Super Domi
No. So the bottom line is there is no reason to have an economic starbase affect a purely economic planet? Any economic starbase I build should affect at least 1 planet that is a research or production planet , right? (not taking into account the trade route bonuses of course) Thanks for the help!
I figure someone out there has tested this and knows the answer.... Do economic starbases increase the amount of money a planet generates, not including trade income? In other words, if you have a maxed economic starbase affecting a planet that generates 100bc per turn from taxes, will the starbase increase that by 24% to 124bc per turn? I just want to know if economic starbases are worthwhile placing near purely economic worlds that do not have any trade. Thanks in a
I had this problem too. What I think happened is that I was fiddling with the AIs and my fiddling carried over to subsequent games. It seems that previous settings are saved, which is a nice feature - except when the AIs are turned into mouth breathing morons! I'm pretty careful now to check the AIs after I've fiddled with the AIs for any reason. Hydro Yeah, I know that settings are saved but I ALWAYS play on painful difficulty or hig
In the foreign policy/stats screen, what does it say the AIs' intelligences are? Yep, you are right...all the AI intelligences are "Fool" So the bug then is not what they are doing, but why are their intelligences set at Fool when I chose painful difficulty and I am positive that the randomize intelligence was NOT checked. They should have full intelligence on this difficulty with a 5% economy bonus I beleive. I do remember that when
Dark Avatar, latest patch I have played about 50 turns, med galaxy, abundant all, 9 other civs, painful difficulty and none of the AI's have expanded beyond their home system. They all grabbed the other planet in their home system (presumably with their starting colony ship) but have not gone beyond that. I know this was a bug before a long time ago, so maybe it has come back with the latest patch? Anyone else see this happening?
I tried to repeat this bug and in a couple tests where I only ran a handful of turns it did not occur again. Perhaps it is only after playing a bunch of turns? Anyone else have this kind of bug (disappearing spies)?
Playing Dark Avatar as the Krynn. Most recent patch (1.50X.066) I played about 30 turns then saved and exited game. When I reloaded the save game my spies were gone!! I had at least one for sure (Krynn start with one as Super Spy ability) and I might have had 2, I forget. Is this a documented bug? Can anyone confirm it? Hope it gets fixed soon.
I have never been able to get it much higher than mid 50's without dropping my approval so low that I lose elections. I have read that some of you can pump it up to like 75%....how do you do this? With tons of morale buildings? Can someone post what proportion of tiles you use for morale buildings to get this insane tax rate? I always keep my population at 20billion or less....so if you have a PQ13 planet do you need to build 2 farms and the rest morale buildings to get the tax rate
2. Secret Police Center - says it increases morale by 20%. Why would I ever build this when I can build VR Centers instead that boost morale by 40%? Is there another reason to build this? Not really, AFAIK. Then it seems the Secret Police Center needs to be "fixed" somehow to make it worthwhile to build. Thanks for the answers
(bump) Anyone have any thoughts?
There are 2 buildings in particular that I would like more information about. The info in game and in the Galactopedia is not very good. 1. Artificial Slave Center - says it increases military production. What does this mean, and is it only for the planet it is built on or is it a civilization wide bonus? 2. Secret Police Center - says it increases morale by 20%. Why would I ever build this when I can build VR Centers instead that boost morale by 40%? Is there another reaso
It is not a minor race, and I can see the planet and there are no special buildings there. I guess it is just that I have too little influence in the sector right now...I guess I need even more influence starbases! If anyone has other info on how this whole influence/defection thing works I would appreciate it. Thanks!
I had 4 influence starbases (total influence over 350) exerting influence on this one planet that only generates 28 ip. The planet is not showing the red skull...this is way more than 4x the influence needed to get the defection chance, isn't it? Or are the starbase modules a +% thing, and if that is the case what is the base influence they are moddifying? To make it clearer, say you have a planet generating 10ip....how many influence starbase modules would you need to get it to possi
Disappearing turn buttons are caused by something (generally the AI moving ships) not happening when its supposed to, so the turn is never finished and the button doesn't reappear. This issue has been around in one form or another pretty much forever (back into the beta). Every time the devs squash it, it still seems to come back for at least one or two people under certai
BUMP...can anyone confirm the trick above works in 1.3?
Ok veterans, here is one for you: If you decide to change production say halfway through building something, do those hammers go to waste or transfer to the new project or what? This is not a problem for social as the project just gets deferred (i.e. moved further down the list) but since there is no "queue" for shipbuilding how does it work? Thanks in advance for the answer!
an old way around this i found once before was by moving the frieghter into the planets orbit then moving it out to establish a trade route, it "used too" at least consider the last planet it was in orbit of as its main planet so thats a way around this "if still works" Can anyone confirm or deny FOR SURE if this works in version 1.3?
If you want to have all your trade routes go from the same planet in your empire BUT want to build freighters at lots of different planets, how is this done? My experience thus far has been that whatever world built the freighter is the world where the route goes to. Any way to "set" a homeworld for a freighter or do you have to build them all at the same planet if you want all your routes going to the same planet? Thanks in advance for replies!
I can get several techs in a single turn, not just 2, by having several NLC's at 70% or so What does NLC stand for? And does anyone know for certain what the exact numerical effect is of having +10% to attack or defense? If say your attack is only 2 then it equals 2.2...so does 2.2 have any effect in game?