PeskyFly , for a guy who hasn't even got the game, you sure do seem to be doing well at it! I've got the game(got it on the 3rd). But it's in a cupboard. I won't open the box until the 18th due to exams, and posting here takes far less time than installing that and getting hooked to it(esp. since I've done so much planning and would want to execute much of it). That'd be dangerous.
PeskyFly
Constructors get destroyed upon construction of a starbase module because they use nanotechnology to convert the mass from the Constructor ship to the mass of the starbase module and their crew mans the module. Colony Ships inevitably get destroyed because of atmospheric entrance, and in order to set up the Initial Colony building. Freighters probably don't get destroyed at all: they get dismantled and converted into those tiny trade ships. There may be several reasons
If there are only two civs alive, each has only one planet and both of those planets are in the same system, then if one civ blows up the solar system with a Terror Star, who wins? To be asking such a question NOW, months before release, is pretty much a waste of bandwidth, young friend. The likelihood of it ever happening to anyone is something like getting struck by lightning while going into the lotter
Maybe... maybe if your ships were all inside your space at the time of the Peacekeepers' arrival, they may have considered you 'peaceful' and attacked anyone else who had ships outside(like those with trade routes). They must've not adapted to you having sent your ship into foreign space and still remained friendly with you.
Wow, a lot of people have complained about the Dread Lords recently. By nature, the Dread Lords are ridiculously powerful: They're a Precursor race. One of their ships can destroy a fleet of normal ships without a problem. One of their troops can kill several thousand of yours. The solution is to research weapons, higher level engines, and high-end sensors to build high speed far-seeing combat ships using the readily available Cargo Hull. Once you've got these ships, don't figh
I hope my first colony rush doesn't fall apart like that. I will be in a Large Galaxy with Uncommon Planets and Tight Clusters. My opening, as per current plan, is: First turn: Buy factory, buy bank, queue up research center, get that Flagship on the rove, scramble that Space Miner towards the closest asteroid it can find, send the Colony Wagon out exploring, ignore Mars, keep tax low and approval at 100% so that I have lots of taxpayers ASAP. Begin researching Ion Drive. N
^Umm, yeah, as for Constructors, the cost of starbases rises and rises the more you build, so it will them take a very long time to break even. And you can only build 4 per sector. Also, they may end up going towards building of Military Starbases, which are a pure deficit since, unlike warships, they don't win new planets/asteroids for you to tax/mine. As for Space Miners, it is nice that the miner doesn't self-destruct. Of course, you can only build as many mining bases as there are a
Missiles are clearly the strongest for a Neutral with a strong economy and NLCs(You get new torpedoes faster). Beams are the best for Evils(Psyonic Beam, specifically). Mass Drivers are the best for pacifists/diplomats who hold out on war until the high-tech era and suddenly unleash ships filled with compact Black Hole Generators. At the bottom of the tech tree, missiles rule. The Stinger does twice the damage of contemporary beams and guns. At the top of the tech tree, missiles rule ag
Whoever said it had to be wild? How about starting a war by building an influence starbase right in a flipping position to agitate the enemy? They tell you to remove it, you don't comply, their planets/asteroid miners flip, they get angry, THEY declare war, your forces are ready, you deliver the shots.
I don't think the AI uses what it sees on your tech list anyway, and you only see stuff on their tech list that you don't already have. As for ships, the number doesn't really matter THAT much. The Drengin may have swarms and swarms of Super Dominator Corvettes, but that really means nothing if you're fighting with max-tech 800-attack capital ships.
^Attack values of 2000? Fleet or ship? What the... ? How many Hyperion Shrinkers / Military Resources / Racial Bonuses did they have? And 4k attack??? How many boosters did you have?
If you find DLs' ships in Dread Lords game hard, you'll be frightened to death with them in Dark Avatar.
Thnaks for the ideas they worked really well! Now that my worlds aren't being invaded I feel much safer, however I can't figure out how to build a ship strong enough to overtake theirs.If I build a ship with a lot of lasers it'll get picked off before even making it to their planet, and if I build a fast ship with not as many lasers it will be far to weak, or will get destroyed orbiting my planet while I'm building up an army of them.
And now, you can take digital photos of yourself without even having a camera ! Don't click this link!
Well, Mike, let me give a little hint of what it is like: Mega-Pirate and Peacekeeper FRIGATES are individually more powerful than Lucky/Precursor Rangers...and they arrive in large numbers of fleets of about 6 ships. And they take great delight in killing your Military Resource starbases (OK, maybe i'm just imagining that last one.) drrider What is a Precursor Ranger? Hmmm... no one responded to my last post
No. I get my Gold Edition box tomorrow but I can't open it until the 18th because I have exams from the 10th and don't want to get hooked before the big majority of them are over. And even then, I'll barely be playing at all until the 27th. So, from what I understand, in DL, every race had a constant First Strike ability because they took turns to attack. Now in DA, both the attackers and defenders roll their weaponry/defenses and the attacker still attacks first, but the defender count
Strangely, it doesn't make sense that the spore weapons affect mechanical creatures like the Yor and Dark Yor. Do these spores also corrode away at metal? And why don't they just use massive orbital nuclear detonation? The fallout would kill everyone anyway and wreck all electronic/digital systems on the planet.
This should allow for some nice first-round fleet combat victories where my opponent never gets to fire a shot Actually, only the Arceans get a first strike ability where the enemy doesn't get to return fire. That would be a good setup to take with the Arceans though, who really do excel the more speed you give them. That is a fine setup. You should do well in the anomaly/colony rush with th
Thanks. Can this be used if the comp with the game is not connected to the 'net? well you neet to download the mod, but you can get it into your PC with a thumb drive/ CD/ whatever. i don't think the file's very large. the machine with the game doesn't neet to be connected for the mod itself, though i think that'll make patching a pain in the rear personally. So can upda
WOW! CraigHB, how did you manage that? The maintanence costs would be off the map. Your population would be drained, and as I saw in the screenshot, none of your planets are defended. Just WOW! Your(no pun intended) Combined Navy into one Armada! Peskyfly, I can't match your exuberance at this debate, but let me just say, welcome to galciv2.com. Btw, not all games go exactly as the player wants. Even on challenging. You'll see. &n
the safest and most straightforward way would be Kryo's Hull System Mod. it's stickied in the mod section. you'll get a lot more than that one hull, so if you just wanted the hull you could leave his blank hulls and the one altarian hull as jewelry, deleting all the others. that's also be how he was able to use that hull as a fighter. but i'd recommend keeping it whole; it's wonderfully useful IMO. Thanks. Can this be us
Welcome PeskyFly, One of the many things that's great about GC2 is there are lots of ways to play the game successfully. To give you a different perspective, here's how I've been playing Dread Lords lately and why (I'm still learning Dark Avatar). Race: Yor (max population bonus, max morale bonus, federalist party) Galaxy Size: Gigantic Tech rate: Very fast Stars/Planets/Anomalies: all abundant All races enabled<b
When I start my first game, how good or bad is this set up?: Terran Alliance(with all their normal bonuses and Super Diplomat and 3 customization points) with an extra point in Economics an extra point in Speed an extra point in Luck Universalist Party Aimed at an influence victory through cultural, military, or both kinds of conquest. How much does one point in luck give? 25%? That means that the floor roll for my ships will be 50% - whic
One more thing - I'd like to be able to use the Altarian medium hull design(the one used by their flagship) along with my normal Terran designs. How do you do that? This must be an extremely simple modding question. IMO, the Terran flagship, space miners, colonizers, transports and freighters look much better than those of other races, but for the fast fighting frigates I plan to build, I want something sleek and compact looking - like that Altarian hull. Wyndstar used it for the <a hre
dammit, i just had a nice detailed reply ready and MSIE stopped responding on me. MicroSoft: cutting edge researchers in artificial stupidity. anyway it went something like this. hi scot, check out the forum he linked. i managed to get trade up to almost 66K. pesky, if you want to rely on trade to help pay for research, to compensate for the 'crash' when the trade cycle resumes, i suggest the f