A 7-doom-ray ship(154atk) would be an 8-blackhole-eruptor(200atk) ship if your willing to put in the(ton of) extra research that missiles take. Anyway, back on topic... "2. GalCiv2 has a certain level of abstraction, among which is also the abstraction that the space and money a weapon system requires also includes the power source for it." Yes. The technology description for HyperWarp 2 says that it takes considerably less energy to make ships move as fast as the original Hype
PeskyFly
If you're a Yor, I suppose you're Evil. Research beam weapons and get the exaggerated Psionic Beam. This 12-damage beam should be good to burn through the Ranger's armor. If you're Good, get Arnorian Battle Armor to block the Ranger's Mass Drivers. What weapons and defense equipment are you using anyway? It is possible that the Krynn have Luck bonuses. That means that their weapons and defenses roll higher - from the amount of luck they have up to 100%. Thus your ships may be rolling we
Missile weapons above Antimatter Torpedo leave no remains of their target, so an anomaly appearing out of it would be kind of weird. But otherwise, it would be kind of nice if 'Starship Graveyard' anomalies appear where a ship/fleet has been destroyed. But the anomaly 'reward' would have to be limited: destroyed ships wuld only give you a hitpoints, experience, or lethality bonus to the ship that surveys it. Destruction of minifreighters on trade routes, however, could yield cash anomalies. Tech
Hi! How effective is the Most Defense strategy? In early to mid game it's simply a killer strategy. What I need for it to start working is: - medium hull, - 10-15 spaces for weapon(s) - any type my opponent doesn't use defenses for. Attack strenght 2-4. - 10-15 spaces for engines (Ion or Impulse III). If small uni or lack of space on ship, then even none, - in remaining space I fill the prope
Yes. The Wiki. The only missing module is the Warp Field Disruptor(Enemy Ship Speed -2) which becomes available by researching Warp Drive.
Though planetary tiles are premium real estate. With the coming additions of fleet-wide bonuses via new ship modules, i think it's an interesting point to reevaluate the way ships in orbit behave. complaints abound the Orbital Fleet Manager, but without re-hashing old suggestions (some of which were indeed good), one thing that's always bugged me is that ships in orbit lose their sensors on main map.
addition to the OFM would be if it additionally added the ability for ships to use their unique components in orbit (beyond just sensors, assuming there would be other applicable modules). The Atlas and Fortitude modules could apply here.
Influence Starbases do not generate much influence themselves - rather they amplify your existing influence in their area of effect. However, Starbases can become an expensive method of doing anything unless you keep destroying them when their job is done. If you really want lots of influence, build Stock Markets(these things give you money + influence at the same time) and try to get the Restaurant of Eternity.
^Correct. You have 22 attack assist modules, 4 defense assist modules, 2 speed assist modules, and 2 enemy speed inhibiting modules. How do you figure that, though? To start with, the default armour is incredibly cheap, and can be fit into a single fighter with a higher level railgun and some miniturization. It would be difficult to get the cost higher than 70, if you were really pushing it. If you really want to add engines and defenses, t
Aww... I'll miss the Xeno Farming description. As for the Enhanced Miniaturization description, I think it's still fit to be on the Terran tech tree. These descriptions are totally different though - it's as if they're long-known things, not recently discovered breakthroughs. Like Hyper Fusion Reactors and Artificial Gravity - why would the Drengin be researching these now, when they've supposedly conquered the rest of the galaxy and are tearing each other apart? Also, if the D
I haven't tried Evil yet. That Mind Control Center is messed up... it says something in the description, doesn't do that, and instead gives you a massive advantage of a totally different flavor. And the Psionic Beam is the 5th strongest weapon available. Only the 3 final weapons and the Positronic Torpedo 2 can beat it, and they need you to do a ton of research. Anyway, I've hardly ever seen any ethical events, so I've played Good a bit. The Good-only defenses rock. Telepathic
Hi! all labs/factories exploit If you see that as an exploit, then how would you call: - trading for all research treaties early in the game? - trading for planets early in the game? - inciting wars among leading AIs to make them weaker to allow me to grow in peace for significantly more turns? - inciting war between strong AI and my "weak" neighbour so I can conquer "him" with just troop t
I've so far always used the Universalists and put a point in Luck as well. Luck not only boosts your weapon rolls but also your defense rolls, making it really effective to have in battle. You also get a 5% Economic, 10% Defense, and 10% Pop Growth bonus as well. Other than Universalists, I also consider Federalists and Technologists to be worth a try, but so far haven't tried them out, or in that case, used any government other than the default Interstellar Imperium.
Send Freighters to establish Trade Routes with the Yor, make Treaties with the Yor, don't attack the Yor, align to Evil, build a stronger military than the Yor, and have a better diplomacy rating than the Yor. Once you've got 'Close' relations(this takes some time), research the 'Alliances' technology, gift this technology to the Yor, and then ask the Yor for an Alliance.
Eh... what are your planet rarity settings? Also, what Super Ability and racial abilities are you using? I've just realized that the problems I've never had are all caused by that phenomena of colony rush(which is something my games don't contain). Rare settings kind of rock, that way. You don't have to deal with a colony rush, but instead have to work with fewer planets, and make better use of Trade, Starbases, Asteroid Fields, Tech Trading, etc. to maximize the ability of your few res
Lol. I think he means that the "You have to destroy X-number of civilizations" message under Conquest Victory in the Victory Screen drops that X-number by 1 when a civilization surrender.
Strange. The Combat Viewer didn't work against tiny Freighters on trade routes. They just explode while still in the galaxy screen. Yet, it does work when a tiny Space Miner gets attacked while it's upgrading a Mining Base. It also works well for 1-on-1 battles. In the first DA mission, I watched my Drengin Battleship literally slug it out in a 1-on-1 Phasor duel with the slightly weaker Drath Battleship. It looked absolutely awesome, the best battle I've watched yet.
Nope, Military Starbases never defend planets. How do you expect them to shoot the enemy when there's a big ol' planet in the way? That's why you have Orbital Fleet Manager buildings. When you build these on your planets, the ships in orbit automatically come together in fleets to defend the planet. As for fleets outside of planetary orbit, yes, you have to point them manually at the target.
Seeing the campaigns, I feel the developers purposely made Missiles so powerful. IN the early DL missions I've played, they aren't even an option, and in DA, you can only research up to Stinger before being forced to switch! So far, in my 2nd and 3rd games(both Terran) on Rare Large Challenging, the Drengin went for Mass Drivers and Armor and the other AI all followed suit using Mass Drivers and Armor as well. Only the Yor were smart enough to use Missiles and Armor. Once I became the t
Personally, excepting RARE conditions, I think the temples of Evil/neutral/good, are totally pointless. Lot of tech to get them, expensive to build, and by the time you do, trade routes are usually all but gone due to war and conquest. To top it off you only get money from those of similar ethical alignment, usually just 1 or 2 other races, if any at all. Even though I haven't ever built any of the 3 Temples, the Temple o
2 defense? That's useless. All you need is a basic Mk 1 Railgun, and this way, each Tiny would cost only 41 MP. There are not enough defense-assist starbase modules available to protect the tiny swarms from self-destruction at the hands of larger, more conventional ships, so both the swarm and the normal fleet will destroy each other. But the swarm will still win, due to the tie rule. A maximum-tech all-attack Dreadnought fleet will only be packing an attack rating of about 4000-4500, but with t
Yup. A building available only on the Arcean tech tree. They'll also have buildings that boost speed, but they won't have engine technology at all. The Aerodrome kind of makes the existing Empathic Tactical Center(Good only, 20% Ship Defense) look ridiculous, so I think the devs should be boosting that Galactic Achievement or getting rid of it.
The Fleet Manager is quite possibly one of my favourite buildings - i never understood why planets in a 23+ century setting couldnt have defenders co-ordinate as fleets in the first place - considering our real world Air traffic control system watches thousands of planes in the air at once, you would think that keeping a few dozen ships in space from colliding wouldnt be too hard. I don't think that collision is the big problem - I think the problem is g
I would say you're simply stacking too many races + minors on such a tiny map... Tiny maps work fine with up to 4-5 AI's (never tried on anything harder than Challenging though). In addition, diplomacy is much tougher since you're immediately faced with close borders. Some random events are indeed a pain though, it really hurts if half of your planets are given to some new minor race, nothing to do about it unless you want to turn off all r
The troops do vanish during a spore attack. Same with colony modules. With less planets, asteroid mines, economy starbases, trade routes, and minor races all work better.