It's only like 5 bucks more and they'll mail you a hard copy as well. I bought the game like 2 weeks ago through Stardock's store, and downloaded it. The boxed version came a few days later.
Kornstalx
So funny someone mentions this... Right after I got DA, I remember in the back of my head searching for a tech that allowed you to build a Dyson's Sphere, while perusing the tech tree Gotta love SciFi.
SEV is okay, it's certainly not much to look at though. Especially compared to GC2. And the multiplayer in it is kind of a moot point, considering you can only do tactical combat in singleplayer. The latest patches supposedly fixed most of those glaring bugs it had at release. I still prefer GC2 over SEV, though. But about Masters of Orion 2... I still keep two very old computers (AMD K5s, if you remember those) for the exclusive reason of playing MOO2 with some friends of mine. That ga
Ditto. I've got an e6600 with 2GB and a 7900GTX, and those stacks of ships like that bring my system to its knees... I have to start using the icon mode till the AI pans them out a bit.
Thanks for the info about the hidden alpha channel Kyro. I use CarbonUI and wanted to get that glare off the minimap as well, but jp's version in the library overwrote the black/carbon'd main taskbar in the process. I'd have never found it myself without the black layer trick. Finally. A no-glared CarbonUI taskbar. Thanks.
Instead of modifying the raceconfig.xml to give each race a penalty, you could just lower the Range increments each module gives, then up their Sizemod so that the module takes a percentage of the hull size. If you set the Size to 0 and the Sizemod to 25, one life support module will take up 25% of the ship. Makes exploration craft 'special' =D I personally use increments 1,2,3,4,5 respectively, and Sizemod 25 for Basic Support, 22 for General, 19 for Enhanced, etc. Do
To answer the OP's question, yes range is scaled somewhat slightly based on map size. This is the reason your ships never have the same range it displays in the ship designer when you design them. Because as soon as you build one, its range is scaled based on map size. For instance, at the start of the game, a naked ship (no life supports) has a base range of 0.4 sectors on a Large map. That same ship has 0.2 base on a Tiny. And something like 0.9 on a Gigantic. <br
I play Terran almost exclusively, and every game I disable tech-trading anyway. The Super-Diplomat ability has sooo many benefits that go beyond simply getting uber techs for scrap. Just keeping yourself out of wars for one is worth the ability. Not to mention easier Economic/Research treaties (which raise the AI's opinion, also keeping you out of wars more easily). Super-Diplo also lets you speak to the AIs more often (fewer weeks between), and even when AT war you can usually still ge
Do anything to mix up the early game so that it's not always a mad colony rush. There's plenty of threads around here, some really good ones, with suggestions. For instance: https://forums.galciv2.com/?aid=105457&p=2#823099 I realize that is a GC2 thread, but most of those underlying problems still exist in DA. How bout adding a Galaxy Setup toggle that would, say, halve all calculated ship range values.