[quote]I wonder if it works at higher difficulty levels.[/quote] I tried the colony-rush swindles on Painful. On higher levels(up to Maso so far), where the AI demands bigger prices, I've so far found it simpler to just do a normal colony rush. The war-invoked invasion-swindle can be done on any difficulty level as long as you can buy the necessary wars and keep them running until invasions begin taking place. This is indeed a form of "buying the galaxy".
PeskyFly
[quote]Do you have any recommendations for using the different sized hulls...[/quote] In GC2: Dread Lords, small/tiny hulls can be quite useful since enemy ships have to mass their entire firepower into one overkill shot, and thus can only shoot one only fighter at a time. Obviously, this leads to larger ships being conveniently overwhelmed by a swarm of all-attack tiny/small hulls. In Dark Avatar and Twilight, it's different. Since each different weapon can now target a differ
[quote]I am sure others do this, but here is the kicker. Trade one treaty with the two strongest AI for one of theirs. Since its so 'valuable' they will give all there techs and up to HALF of their planets. But just as important you ask for all of their scout ships, as well as their miner if you can get it. I go to my shipyard and design a small colony ship with only the colony module and life support. Upgradeing a scout to a colony costs about 175. And presto you have a fleet of colony ships al
[quote]I tried to bribe others to go to war with them, but the other races were allied with the offenders.[/quote] They had already won. Via an effective Diplomacy Victory - which in turn allowed them to get an official technology victory.
Super Diplomat? Bribe other races to attack the race which possesses Beyond Mortality, and cut any alliance you may have with them. Selling them junk technology usually buys a war and gets you some money at the same time, although if tech trading is off, 1500-2500 bc should do the trick. You can even join in yourself and help in bringing down the offenders, or you could maintain peaceful relations with them and even bribe them into declaring war on others(esp. Super Organizers/Manipulators).<br/
[quote]It seems like that one set of engines didn't light up...I hate that glitch.[/quote] It occurs a lot, that glitch. But then, that's not the only graphical glitch this game suffers from a nearly-constant basis. Recently I've noticed random ship graphics appearing at the bottom left corner of the map, irrespective of zoom level, and despite the fact that there is actually no ship over there. [quote]The Ophois is a very impressive vessel constantine, is it based on
[quote]new turret[/quote] You used the Collector's Edition Generic dome-thing for your turrets, right? Nice. I always use Pylon Spheres instead for turrets, and they work especially well with mass drivers(and OK with missiles). So far the only problem they've had is the inability to mount Plasma weapons without ruining the looks of the entire turret. I've even tried mounting Plasmas inside the sphere, but they always end up too low. Since the Plasma guns(and the Doom Ray which uses the
[quote]Question for PeskyFly and darkviking - how did you manage to kill transports with 1-attack ships? The tie rule gives the win to the transport in that match-up.[/quote] FYI, the tie rule gives the win to whichever ship has the highest maximum hp. If the fight is between fleets, the fleet containing the ship with the highest maximum hp wins with only one ship surviving at 1 hp. Thus in Dark Avatar at least, high-speed(6-9pc/wk) fighters flying alone work against the armed
Battle of the Gods is always convenient... Anyway, Fate, did you use KHSM(or any mod) to make the Ronin or Shogun? Just interested in knowing. Some parts on the Shogun, as evident, have been imported from the Krynn, Drengin, Korath... And Uorx, what the heck is the Hydra doing with Subspace Blasters? Mk.3 Disruptors are better weapons according to the stats, though neither of them can match the power of equivalent missiles. Your pictured ship has 58 hp, so it must obviously be
[quote]The Arceans superability is super warrior, i think its called that. It means that if they attack you and they have enough firepower to kill your ships, then you won't get to fire back at all, regardless of your weapons. If you attack them, their superability doesn't apply.I can't tell you about the number of digits, but if you are playing a used game and the previous owner registered it, you won't be able to.[/quote] What does Super Warrior have to do with Pirates? The Pirates u
While the Shogun made waves across the galaxy as the first warship to top the famed Berlin Class carrier, Terran scientists working secretly at the Locksteed Martin Skunkworks in Area 551 of the isolated Xeta Tri sector were making breakthroughs of their own. With spies detected and swatted out every time around, information about the new ship was only heard of by the outside world when news was released to the Terran public about the Terran Alliances new "Light" Carrier, which is yet unnamed bu
[quote]I remember there was a piece in DL that had a hard point that was actually a fair way away from the actual piece just floating in space at a fixed location from the piece.. If its still in TA and still glitched like that then you could have it rotating on its axis, along with anouther one on a different axis and have at least a fighter doing a random/elliptical orbit of the carrier craft.[/quote] That was exactly what I meant. The specifically required piece would be "1x
That 'big slab' piece that forms the Katana's main hull seems to be really popular as well. It's used on the General's Katana, the Ronin, the Berlin, the Crusader, my Poseidon, the Shogun, and the Ragnarok. I tried to design a carrier, but couldn't come up with anything I liked. After seeing the "strike craft" system in Sins of a Solar Empire, and their carrier designs(such as the outrageous Aeria), it seems bitter to be reminded of the lack of true fighters in GalCiv, especially since
[quote]This means that in DL the small fighter with low hitpoints but decent attack along with many ships in the fleet due to high logistics could easily wipe out fleets of battleships. I don't totally believe that this totally eliminates the power of swarms of small fighters but it certainly does reduce their effectiveness.[/quote] DA hasn't made small fighters [I]entirely[/I] useless? Against the Dread Lords at least, the tie rule generally kills a swarm of fighters while the Dread su
@General Homsar, Awesome Katana-Class frigate. The Berlin is also impressive with that hangar bay :CONGRAT: . But how do you achieve that nose section? It looks sharper than the standard Terran medium hull nose disc-thing(used on the Flagship). Or is it just the glossy black paint scheme that makes it look sleeker? Anyway, here are some more designs I'd like to present: [U]1. [B]F-99 Blitz fighter squadron[/B][/U] - Made with Kryo's Hull System Mod This was no
[quote]inherit econ boost for being evil[/quote] There is none. The only economic boosts Evil gets are the Mind Control Center and the useless "freighters passing through your influence pay 1 bc per turn" thing. Neutral gets a 10% Approval bonus, free terraforming, and 3 more trade routes. Good gets a 25% trade bonus with [I]other[/I] Good civs.
It was Rare-Planets, Rare Habitables, Rare Stars. [I]Everyone[/I] had 2 planets(their homeworld, and a same-system planet). The tech-trade thing is possible, but the Maso AI hasn't done it much before. In the last 3 Maso games, by the time one of the AIs tech-rushed to Industrial Sectors and sold it to everyone, it was late first year and I had enough money and/or tech to buy a bunch of well-aimed proxy wars and put an end to that problem. This time, I didn't tech fast enough with me sp
I've tried putting a point into Creativity a few times in the past on DA, but it never amounted to anything benefits that I could see in-game. But that was at Fast tech. Does it give any bigger advantage at Slow/Very Slow tech? If so, how?
Hi. I haven't played GalCiv2 in a while(little less than 2 months), and just got back to it with a new Terran Alliance game on DA 1.80G with the following settings: Crippling difficulty Huge Galaxy Scenario: "The Tactician" Common Stars Rare Planets Rare Habitables Common Anomalies Abundant Asteroids Tight Clusters Very Slow Tech 8 Minor Races I played Tactician for the first time, that too with Very Slow Tech, just for a change from the usu
I keep my Autosave set for 2 turns. Thus I can load the most recent one in case an event turns up or go back 4 turns if I think I made some big tactical mistake or something.
[quote] I've decided to add more mossion ideas for the TA campaign.Click here to view my first> WWW Link Mission name:Minor Races Galore. Description:A few weeks ago we entered the Xetes Alphea quadrent.After our arrival in the quadrent, we've disovered that we are in the central location for minor races.The Fundelmentalest and the I-League are operating in this quadrent.We've a
[quote]Anyhow, the more critical difference is that most naval combat simulations apply the amount of damage taken, as a percentage of the displacement, to all areas of the ship's operation in and after the battle. So for instance speed, attack, defense, sensors, range, number of troops would all be affected by a percentage equal to the perentage of damage taken against the total hit points. Some naval combat sims also allow for 'critical hits' that remove certain systems entirely like
[quote] What the hell is a 'Pulse Cannon'? Or a 'Seeker Missile'. Never heard of a missile with only 1 attack. I guess it has to be quite small space-wise to compete with the Stinger(which, incidentally, was invented by the Yor ). The 'Seeker Missile' is an Iconian-exclusive tech
[quote] one question remains... why? forgive a noob. seems if you try to lure the AI to one of the two parsecs (like I do know you can do to lure the AI to your home space to get some special attack bonuses) he/she/it will first attack the starbases themselves defeating the purpose. at least I presume this is the case. unlike miners starbases seem to be a target for the AI. or will the AI once 'locked on' to one of your ships foolishly pursue it even into the middle of such a
Here's some questions: 1. What's the economy system like? Do you have to work the majority of your game time doing work, building up your economy by 'playing the spreadsheet' and 'slider micromanagement' as in GC2, or is it something simpler and less of a focus. 2. In GC2, the raw materials are cash(BC), industrial production(MP/SP) and research(RP). In Sins, the raw materials appear to be cash, metal and 'crystal'. Then where's the research?!! Do you just unlock all the techs