Hey guys it has been quite a while. After a long break from the game and with my exams completed today I gave in to the urge to haul out GalCiv 2 again. After blowing off an impressive layer of dust I experienced similar problems to those above. I had an extra hiccup that I wanted to share incase anybody else encountered this problem. I installed off the discs I had first (Gold Edition). After I ran into the registry problem outlined above I tried reinstalling from my discs ag
Silphius
True It works for me and isnt as large a step away from conventional play. I've never experimented with all factories or all labs or anything like that but its always struck me as not something thats going to be hard for a low to middling level player to figure out. I'd put myself into that category too.
While I think upping your %research (at the race creation level) is a pretty obvious way there are some things you can do no matter what race/bonus you are using. I spend a period of agony every game trying to figure out my core research world. Its tough because the earlier you get it set up the better off you are but theres nothing more frustrating than finding a class 28 with rings and research bonus tiles the turn after your tech capital is completed elsewhere. What I try t
This one may seem pretty obvious but i've always thought the Terran flagship has a striking resemblence to the Enterprise. There are a number of easter eggs when you research tech - my favourite being the building a castle on a swamp routine from Holy Grail in one of the terraforming techs. Some of the names of stars can be references - Hoth from Star Wars for example. I'm always very careful around the Antares system incase I wake something up and I kinda expect an insanely p
I should have probably clarified the context of 'my games' Sole Soul I'm still playing DA (until i can get off my butt and organise some way to pay for TA online - I live a credit card free life) so I'm still playing with identical tech trees - which is also why I probably overlooked this aspect to the discussion when I posted. I've a tendency to run the Thalan as Industrialists (Klackons!) and as such they end up with massive production bonuses. I'm also playing at a level wh
I do believe the traits are used to tweak the balance of power on special abilities. Not all abilities are created equal. Even still its not an exact science and there is some thematic reasoning behind the above values. From your example above on paper the Thalan have the worst deal yet they always seem to be an absolute powerhouse in all my games and ive seen many other players make similar comment. I often use the 10 customisation points to tweak them more or less powerful (ie dumpi
I was making a perhaps obscure reference to something a certain Vorlon once said ;)
So what you guys are saying is that GalCiv has always been here?
Its possible you may have overlooked the fact that your ships have to have a value of at least 1 in any of the defence categories before it can recieve ship assist +defence.
I use tactics very similar to tetlytea. Just to provide a background from where I'm speaking from I play DA, Good alignment and emphasise +defence and +hitpoints. I do not know if the following will be helpful in TA but I suspect it may work even better. The above is the apex of my fighter design. I say its the apex because I never build a more advanced fighter than this. Much like tetlytea su
Heres a simpler explanation. Your production values are governed by your capacity and then by funding. So if you build production structures on Colony X that give you a total capacity of 60 production and you have 25% Social, 25% Military, 50% Research and 100% production spending set in your economy screen you will see 15 military production and 15 social production so long as you are building a ship and building planetary structures. As mentioned unused social goes to military but u
It can't be shown in the UI. That was kind of the point of my post. If you have 16 armour and are shot at by a beam the defence roll is beam vs armour. Because it is a non dedicated defence the value is calculated as the square root. It doesnt grant a shields vs beam roll at reduced effectiveness it modifies the defence roll of the armour to reflect it is defending against something it was not designed to defend against. Each defence type grants a defence roll when the s
But only one roll. If you had armour 16 and were attacked by a beam weapon it would roll once against a defence value of 4. If you had armour 16 and shields 10 it would roll twice, once against 4 and once against 10. It really pays to diversify your defences.
I'm addicted to +30% Hit points and +30% defence. But thats because I use the Good alignment and focus on invunerable ships with solid defence values. Luck plays a big part as well. I realise this may not be the way to min/max the game to its fullest extent but I'm more playing for fun. Theres nothing like seeing your little ship wipe out an entire enemy battle armarda. 100 hp medium hulls rock :D Can only imagine how much better this would be if I could get around to ordering
Ah cool thanks for the formula. Confirms my observations though I did not realise the HP was factored in with that much emphasis. Makes sense though. It explains why its so hard to level up a rook ship with a bunch of heavily experienced veterans of various hull sizes. Even the mediums start breaching 100 hp... I also stack +HP (The %bonus not the module I dont have TA yet) for anyone wondering how you can get that much hp on a medium hull - never losing a ship has its benefits
I go with the good ethic choice and hence defences are quite important to my ship design. Personally i've found you want your largest ship targeted because it has the most HP and greatest potential for defences. Like Marvin Kosh said the AI may come up with the critical mass of offensive firepower to bleed through your defence. Its not pretty when that happens. The way to ensure your largest ship is targeted, barring command mods, is to make it the most dangerous while not outs
Take that warmonger! I'd drop the production slider back a little (if you havent already) and look at ways of strengthening the economy. 5 nations declaring war at once tells me that you've either annoyed the Drath or your military forces are not very strong (or both). Either way you are in pretty deep trouble. You can try and fight it out but it may be such a drain you never recover. If you choose to restart remember to keep in mind that having a strong military force is very
Click on the minimap to zoom it in and leave it zoomed in. One. Click. I am precise in sending out ships. I just send the colony ship to the star (its exact location selected through the minimap) and then evaluate the planets before proceeding further. Frankly Ubercat I'm disinclined to continue this discussion as you are becoming argumentative and aggressive with your posts. Making derogatory speculations about how I play the game when I'm trying to help you out is not terribl
My reservations are about information overload. But its not the only reservation. After patient study on other aspects of GalCiv2 that did not immediately make sense or made me wish it was implemented differently I have, almost without fail, discovered there were very good reasons for why the game is the way it is. These things are not always apparent or simply require some time to become accustomed to. As I mentioned earlier I'm completely happy with the current implementation
Out of curiosity what size and resolution are you running at? What galaxy size? A larger monitor or more advanced use of the minimap may be a solution to the problem. You may have forgotten or overlooked the fact that you can zoom in on the minimap if needed - you certainally do not need to see the entire universe during the colonisation phase, especially on the larger galaxy sizes. I never find a need to squint but perhaps that has to do with my 22inch LCD Widescreen running a
Transference of minimap data would be fine I suppose. Its not a big thing for me but I can see how others would find it preferable. Personally when I want to send a ship towards a star in unmapped territory I send it by clicking on the minimap.
[quote]I'm reminded of this everytime I see a purple star and start throwing money at getting a colony ship there first even if I have not confirmed the quality of the planets in orbit. I know there will be at least one extra juicy planet.[/quote] I was referencing my earlier post about how purple stars almost always have a class 20+ Therefore anything that indicates the presence of a purple star indicates (almost certainly) the presence of a very high quality planet.
Kind of forgetting its a game not a simulator. I'm all for realism but gameplay should always be a consideration. I think theres something about that jolt of excitement when you stumble across a huge class 20+ planet that just would not be the same if you knew where it was from the start and even discovered some enterprising fellow had set up a food court and a gift shop in anticipation of your colony ship. At that point there would also be less decision making on the part of t
Yeah I wondered why this feature was absent, particularily after the stellar class has an impact on the presence and quality of the planets in the system. Seems weird that stellar cartography provides hints as to the amount of planets in orbit of the star but no hints as to its stellar class. I strongly remember playing MOO2 with this in mind and always racing to explore the stars that lended themselves to habital planets. I'm reminded of this everytime I see a purple star and
Dammit wheres the edit function gone. With the missing bracket: [IMG]http://img390.imageshack.us/img390/4123/econms2.jpg[/IMG]