Maiden666

Maiden666

Joined Member # 3434576
22 Posts 1,306 Replies 4,512 Reputation

Anybody knows from experience here which is a safe date after which ZYW can be posted with DL 1.53 without toggling that nice cheat-flag? I read different info´s here: 12th round, Will April 1st trigger a flag? It´s round 13...

115 Replies 164,836 Views

thx, if I´d known that then.... well, one learns it the hard way best, isn´t it? the bonus-tiles are the same, I was simply counting them together as a better overview.

11 Replies 16,590 Views

Finally was able to finish a my first Suicidal, too; on DL 1.5 w Yor/ Gigantic/ all uncommon/ tech rate normal, with all AI opponents and 3 smaller races. As it turned out later there were only 5 unhabited extra planets besides the ones in the homesystems, which caused not a a colony rush at all. Needless to say I didn´t manage to grasp one of these, so it became just like homesytem vs homesystem... The sheer distance between the starsystems affected that game pretty muc

11 Replies 16,590 Views

I´ve noted that it´s required to enter a serial when creating a new player for MV. question is, is that player then bound to the game to which the serial belongs to? I got both GalCiv2 DL from Paradox, and GalCiv2 Ultimate from Kalypso recently; question is if I will be able to play with the player created for DL in UE too?

115 Replies 164,836 Views

[quote who="LTjim" reply="174" id="2420470"]On "Guard" - what has happened in my DA games is that I am given a chance to attack the enemy unit/fleet with my unit/fleet set to "Guard" BEFORE the enemy can attack the base. If i do not attack, the enemy can go ahead and attack the base. [/quote] Is that done then during the auto-turn? like, an enemy ships arrives for the starbase, the auto-turn halts and gives you time to choose the enemy ships to attack with your guardsh

182 Replies 757,663 Views

I think tech-trade should be revised. what point is in the fact Yor can built an Arcean Weathercontrolsystem when Yor are machines who shouldn´t have to care about weather at all? Or Torians built Drengin SlavePits which they would never do for they were there held as captives previously... at least there should be some penalty to using alien technology. it would make the different races development also more individualy...

132 Replies 366,675 Views

and I really like to idea that taxes could be set to planets independantly. maybe there could be also an automated process be added to this, like "customize tax so that a planetary approval of N (e.g. 44%) will be set" beacause it can get boring when planets have not their full population yet to constantly backcheck each turn if the moral has sunken due to increased population, and manually setting tax rates...

132 Replies 366,675 Views

then, the "auto-attack" mode should be revised. right now, only enemy ships that are visible within sensor-range are recognized and attacked.... strangely, I can see protective ships orbiting an enemy planet even if that planet is weeks out of my sensor-range - and those ships are not targeted at all... furthermore, the should be the option that my vessel will ony attack enemy ships which are protective on a certain planet, that way would keep the planet open for invasion

132 Replies 366,675 Views

There should be some options open how ships are automated, like (a) return to homeworld when no further target is visible (b] mine asteroid until no upgrade is possible (c) always choose nearest possibility to mine or explore (d) avoid crossing enemy territory I´ve seen strange behaviour of Explorer Ships or Space Miners, esp. when you have >10 of them. Space Miners only mine the first module and then search for another target. I don&acute

132 Replies 366,675 Views

[quote who="LTjim" reply="5" id="2396863"] The delta is important because one tactic in invasions is to reduce the population by nerfing the farms (in DA, it's 6B), as you said, then using info warfare to bring some to your side. The number that come over to you depends on the morale on that world the moment it is invaded. hence, when using info warfare, one puts spies on any morale structures right before one invades. The enemy can neutralize the anti-farm spies

21 Replies 9,459 Views

How does "Guard" and "Sentry" and "auto-Retreat" work? Sorry, I coudn´t figure it out.... I place a ship over a base and press "Guard" but when an enemy ship attacks the base is targeted, and not my defensive ship.... Any ideas?

182 Replies 757,663 Views

[quote who="V1m" reply="100" id="1121832"] The demolish button is to strip a planet you know you're going to lose to the enemy.[/quote] Would it also be possible to use the "Destroy Colony" option? I´ve actually never used it, but if it does also destroy the Colony Module/Capital then even better, for an enemy Troop Transport won´t be able to invade, it might need a Colony Ship for that then....

182 Replies 757,663 Views

[quote who="Blackrook" reply="94" id="1091801"] Can you use a colony ship to add colonists to planets that are already colonized? I should think you should, but I've never tried it. I've been fearful of losing my people if the game should decide not to allow it.[/quote] You can safely do that. You can also colonize a planet with a ship that holds only one Colony Module, but also some Advanced Troop Modules, that way will give your new colony a much higher population right f

182 Replies 757,663 Views

[quote who="jpinard" reply="87" id="1033058"] If you launch a colony ship or a transport this way, you will get an empty ship. Strangely enough, GC2 will not launch a colony ship or transport without at least 1 "passenger" any other way. You must have an issue with your copy of the game. I luanch all my transports and colony ships this way, an as long as I have enough people on the planet - they're filled to the brim. I even make Super transports that carry a bakil

182 Replies 757,663 Views

[quote who="AzualFallen" reply="68" id="982619"]I'm pretty sure the trade doesnt become yours, they already have a monopoly on it. It you get a trade good from another race it means you use it (and get the benefit) but you dont control its distribution.[/quote] Yes, I think so too. But strange is that the Trade good doesn´t show up as mine even after I conquered the planet on which the Trade good is produced. At least, at that point, it should be mine!

182 Replies 757,663 Views

[quote who="tetleytea" reply="55" id="961818"] particularly, to those newly-conquered planets that only have 100 million population. [/quote] The standard Colony Ship will allow a 250m population to be carried around. However, the one we get when we freshly start a game has only 100m in it, but you can safely move it back to your homeworld without losing any point of speed, and fill it up to 250m... Well, donno where the point is that it starts out with a limited number o

182 Replies 757,663 Views

one time I played I focused generally on big warships choosing Drengin and warparty etc. However, it took my economy down right from the start, and I was the first to go in that game, the Torians gave me hell. What a damn shame, defeated by some food errr neigbours....

21 Replies 56,739 Views

btw these 30 tiny fighter did cost me 30bc each day, and that was about the only military I had in the game besides in the start where the bases were not completed yet... there´s another funfact. Enemies can´t travel more then +3 through Yor-space, and the militarybases take them ánother -2, so even when I go to war to ensure my opponent is focusing on military production and not on a Tech Victory I leave a planet unprotected for which my opponen

21 Replies 56,739 Views

My previous comments were for DL with the old tech-tree. Although in the bonuspacks it might be the same although I played with 2 races yet. Last time (with the Yor) 4 military starbases with full-equipped ship support assured my enemies not to declare war to no time - even I did mine Ascention Crystals. Because I had 30 tiny fighter (in 2 fleets) at a spot where the influence of all 4 military bases intersects. These tiny ships were equipped w +1 attack & +1 shiel

21 Replies 56,739 Views

After you researched the starbase defense to mark III you need one constructor for actually the base, one for weapons add +1 on all systems, and after that you can add +30 attack modules. so 5 constructors give +93 attack in my last game I saw the Altarians send their whole military to a far-out mining base, day-by-day their ships got wrecked, I send a constructor to add +20 HP occasionally. I really believe the power is in starbases. If you choose evil alignment you d

21 Replies 56,739 Views

I tried to post my first MV with GC2 but it constantly refused to send the data. Got a (11) error message (serial doesn´t match the one on the MV server) which I don´t understand cause the serial is 100% the same and I re-validated and re-registered many times. I took Impulse to update it; then I got the (16) error message(s). I removed the .sav file, but that brought me back to the (11) error message. Backchecked the serial, well still fine.

115 Replies 164,836 Views

Actually I tried to guard starbases with ships, but I found that pretty ineffecient. You constantly have to pay for these ships. You always got to watch over them, make them attack if an enemy nears, and you´ll need to upgrade them once the enemy has better weapons researched. this costs a hell usually.... Therefore I usually research the starbase defense tech very early in the game, enabling my starbases to have an attack of (sum) +90 with just 4 constructors, while the enemies

21 Replies 56,739 Views

To my experience TechTrade is the best way to make money, and maybe even to win the game.... I usually invest 80% of my income on the technology research. The one´s who don´t present danger to me I sell, always the same technology to all other races in just one step of play... so they won´t sell my technologies to each others (and make my bucks...) and I repeat this race-by-race until the other races have given me all their money. From the money I upgra

6 Replies 11,145 Views