[quote]No, you'll want to grab the one from My Documents\My Games\GC2TwilightArnor. Make sure you do so right after seeing invisible ships in a game.[/quote] So we shouldn't send you the file until we've [i]seen[/i] the [i]invisible[/i] ships? I don't think you're gonna get a lot of files. ;p
01d55
Note that when you first build EotU, you'll have to click on existing ships to force the game to update their boosted sensor range. For planets, you need to either land or launch a ship to gain the sensor boost.
Was the + to tourism income event always such a game breaker? In the games I play whenever that event comes up, I have so much money I don't have to worry about econ ever again, even though I'm flat out buying expensive wonders and super projects as soon as they become available. I notice that the AI covers all its planets with factories under the event. I can understand making tourism, normally kin to trade for income strength, being boosted to something near normal tax rates, but to utterly sw
Quick question - the Secret Police center super project claims to boost "base morale" does this refer to an approval bonus (like neutral/pq11) or is it just another morale building? I ask because an expensive entertainment building isn't much of a super project.
I've found that the upgraded Thalan tech buildings simply aren't worth the research. Thalan economy is founded on their unequaled colony rush - build your hyperion matrix on a production bonus tile and you'll build a colony ship once every two turns from then on - and an early adv. market center spam. Once you can afford to research and build factories and labs, you get a much bigger financial boost from boosting your market centers than from reducing the maintenance on your production structure
[quote]Impulse says this program is not compatible with my operating system. Won't let me update. Vista64[/quote] I had the same problem, right click your shortcut, select properties, go to the compatibility tag and run it in Windows XP compatibility mode. It seems strange since you're already running XP but I figure it must set it to be more like 32 bit XP.
That solved the first problem. When I ran in compatibility mode I got past the compatibility message and to the bug where Impulse thinks Dark Avatar isn't installed. I reinstalled DA through Impulse and then ToA updated.
I was able to install it through SDC fine and it runs perfectly well. I do have the alpha patch installed. My OS is Windows XP 64 bit.
Look for a ship that has "auto attack" turned on. In order to preserve the option of preserving your ships, auto attack pauses whenever the auto attacking ship takes damage, ostensibly to give you a chance to turn auto-attack off before your medium sized ship picks a fight with 2 hp left. If this happens during the automatic movement that takes place after you press "turn," it looks like the game froze. Simply selecting the ship that paused will cause it to continue to auto-attack (whic
I see a persistent trade routes ability in every game, and every game it shows a stupid high value.
[quote]Also, I'm not sure about this, but it seems like the higher forms of government boost your economy a good deal. I'm normally fine-tuning and balancing my budget and then I get Interstellar Republic and my profits start soaring. I believe the tooltip descriptions for the governments show bonuses in influence and diplomacy, but I feel like there is an economic boost as well. Maybe I'm wrong and it's just coincidence in that my colonies I filled with economic buildings are getting higher pop
I can confirm from a live game that the MCC is indeed fixed in the alpha patch. Be warned: the bugged MCC that existed prior to that patch actually prevents planets from flipping to you.
Thalans do not have access to the MCC, Secret Police Center, Temples of [Ethical Alignment], or any of the other galactic achievements normally provided by the Xeno Ethics chain. Their unique XE techs replace the standard techs, and so your unique Galactic Achievements replace the normal achievements.
[quote]For what it's worth, it's been that way since the original GC2: Dread Lords. I think the rationale is that the save file would be too large, and the save time too long, if all of the influence data was stored. So it's recalculated on the next turn.[/quote] Since there's enough information in the save to recalculate correct influence, the load algorithm should do so right away and without player prompting
When loading a saved game with the latest ToA patch (the alpha version available as a .zip) displayed influence is incorrect - everyone seems to have less influence than they should, so I'm guessing a certain kind of bonus isn't being taken into account. The first turn after loading, influence snaps back to the correct state.
The setting for this is a Drengin game on a huge galaxy with Iconians, Krynn, Yor, Torians, Korx, and Arcean. I started roughly central, with Yor immediately above me, Krynn and Korx further north. Torians to my left, Iconians down-right, Arceans left of the bottom corner. The right half of the galaxy started empty. CRINGE: While I'm conquering the Iconians, the Krynn, who've swamped the Korx and have started to form a horseshoe around Yor territory, declare war on me. They've got the m
In my opinion defense techs are only useful if you pair them with fleet modules - normally the most vulnerable ships are targeted first, so if you have a mixed fleet of all attack / low attack+defense ships, the all attack ships will be hit first. Fleet modules, however, are always attacked first. Therefore, a ship with a fleet mod + high defense + 1 attack can be put in a fleet with pure attack ships and take all the damage. Generally you'd use a ship one size class higher than your attack ship
[quote]I'd like to see how you're booming the Yor economy. Only way I ever manage it is with lots of empty tiles, and every world built up to 16-20 billion population. It's doable, but I usually end up in the "getting by" rather than "booming" economy bracket.[/quote] I played a Yor game and didn't build any market centers (stole xeno econ in an invasion, tech trading is off) and with max efficiency studies I'm doing fairly well economically. And yes, lots of empty tiles, but I don't
In my experience,if you start deep in either Good or Evil it's all but impossible to shift to neutral before xeno ethics becomes low-hanging fruit. This may be because I typically play medium or smaller maps - I suppose it's conceivable that an immense game would give you enough ethics events to push yourself a category. Forget about getting Good Yor without paying money for it, though. Not that you'd want to - in my opinion Neutral gets a lot more out of xeno ethics than either good or
Cloaking is eh. Turn-based ship-to-ship combat is where it's at. Remember MOOII? That was gold. That ship design and ship combat is still the best I've ever seen, modern developers should be ripping it off as much as they legally can. Also, develop ethics more. Pushing for Good with, for example, Korath, should have far-reaching consequences. Consequences other than, "Here's some exclusive techs for sticking with your default ethics instead of going for neutral like you would w
Self-document! GalCiv 2 leaves stuff out or flat out lies to you on a great deal of game mechanics, i.e. Super Dominator ability description makes no mention of free ships for declaring war.
Let's not forget that Influence victory cannot occur when you are at war (or so the victory screen claims). So long as you make sure you've always got a war going you'll be able to make a conquest win.
People keep telling me that Yor econ is weak, but I just don't see it in two games. I play with tech trading off, but I seem to always get xeno econ from conquest. I'm currently in the middle of a game where I'm refraining from building trade centers to see if it's really as big a deal as they say. So far I'm doing fine without it - conquest doesn't happen until colony rush is over anyway. People claim that no government techs is harmful, but each gov tech is +10 econ and every level in efficien
People keep telling me that Yor econ is weak, but I just don't see it in two games. I play with tech trading off, but I seem to always get xeno econ from conquest. I'm currently in the middle of a game where I'm refraining from building trade centers to see if it's really as big a deal as they say. So far I'm doing fine without it - conquest doesn't happen until colony rush is over anyway. People claim that no government techs is harmful, but each gov tech is +10 econ and every level in efficien
Try playing Thalan. You'll figure out why this happens real quick.