Stalker0

Stalker0

Joined Member # 3557745
6 Posts 13 Replies 20,760 Reputation

Its my first time modding and I'm lost on where to put the files. All I have right now is the PlanetImprovements file with my alterations. What do I do from here, do I need additional files, and where do I put them? I've read the basic modding guide but its a little different with GC2 Ultimate and so far no luck in getting the mod to show up.

2 Replies 2,843 Views

Here's the few I have: 1) Reduce the aggro generated by fleet modules: I like that fleet modules make a ship more desirable to attack, makes armor a lot more useful. But I think right now the aggro bonus is too high. Its too easy to pack 1 weapon and godly armor on a ship with a fleet module and make your fleet practically invisible for very little money. I know there are other ways to do this with hp modules, but with armor its dirt cheap and very easy. 2) Remo

125 Replies 387,082 Views

I don't know what I'm doing differently but I can almost always get a few P22 or 20 planets with but a single morale building. I will normally get a couple of morale resources in space, but not the 5 or more people are mentioning. Then I'll put a big morale building on the planet like the political capital. My question is I recognize that building influence buildings or econ buildings generally gives you a better return overall...but how much of both do you get

22 Replies 15,851 Views

Another trick you can use is the fleet module aggro strat. Normally if you put defense on a ship, the computer targets the ships in your fleet that have big weapons. However, fleet modules paint a big red bullzeye on your ship, so that even if it has a lot of defense, its normally attacked first. Start researching a lot of defense techs, then build a big ship with just a few attack, a lot of defense, and a fleet module. Combine it with ships that are armed to th

16 Replies 12,888 Views
Reply to Apocolypse in Strategies

I beat the mission on tough with TOA adjustments, though it took many tries to figure out my strategy. My key to winning was military starbases. Early on I created hordes of 1/1 ships and went right into the miltary starbase tracks. The key to winning wasn't actually weapons, it was defense. The dreadlordes ships are actually pretty easy to kill, the problem is with the 1 HP tie rule, they would always win the tie and kill my fleet. So I started building 4 milit

26 Replies 20,234 Views

I've just started playing TOA after a long hiatus from Gal Civ II. In general I love the new changes, and fleet modules is one of them. I know that the computer targets ships based on the Attack/(HP+Defense) formula normally, and that fleet modules actually provide a big bonus in this category, making them much more likely to be targetted. I think this is a good thing for the most part, and it allows me to add some armor to a fleet moduled ship and still have it be targetted,

0 Replies 1,947 Views

[quote who="MarvinKosh" reply="2" id="2199819"]You can also place the module on an unarmed ship. So far as I know, armed ships are always targeted before unarmed ships.[/quote] I actually like that fleet modules increase aggro, I just wish it wasn't so much. Frankly I'm finding combat too easy now. I can make one ship with maximum armor, put a popgun on him, and then stroll in with my army of super weapons with unarmored ships and completely destroy the opposition. Sure

6 Replies 4,741 Views

Currently when you apply a fleet module, it greatly increases the ships priority on getting attacked. This means even a ship that has 3 weapon and 60 armor surrounded by all weapon ships will often attacked first. Is there a way to reduce the aggro amount?

6 Replies 4,741 Views

For a while I had heard that if a ship has a fleet module on it, the computer increased its priority to be attacked (aggro) by a fair amount. I thought that was great, makes armor a bit more useful and all. However, after trying it out, I had ships with 3 weapons and 60 shields using a fleet warp bubble III....and they were always targetted, even if I had small ships with nothing but guns. I couldn't lose, with my single invincible ship I was mowing through fleets of enemies.<

1 Replies 2,483 Views

Coming from DA to TOA, I've used creativity from time to time...but it seems like it got a massive massive upgrade in TOA. I have techs that need 20 turns to finish and I'm completing them in 3. And its not that rare either, I estimate at least a 30% increase in my researching just from that little point to put in creativity. So why was this trait made so godly?

22 Replies 15,873 Views

I'm having the same issue. Also wanted to see if this was a bug. I played the first two missions of Dread Lords, and the game would end...only to start the same scenario again! I fiddled with it a bit and then it took me right towards Apocalypse. Is that correct...or are there a few missions in there I skipped?

12 Replies 19,454 Views

Hey guys, I just played that scenario myself. I was playing on tough, and instead of rushing, I used mass military starbases with dirt cheap ships (Laser IV, Armor 1 tiny ships) with logistics of 16. I was more than a match for the single ships the Dread lords were throwing at me. However, I have just taken the north 4 planets that were held by the dreadlords, but the scenario didn't end. An earlier poster mention the dregnin planet, I haven't gone over there is that wh

16 Replies 62,264 Views

I played DA for a while and after a long hiatus I have just bought TOA. I have seen a lot of features highlights, but haven't heard the good stuff....all the fun crunchy math behind the scenes! (yes I'm a nerd). Here are the major things I'm curious about: 1) Has popluation's effect on influence and economy been adjusted at all? (aka is it more worth getting a high popluation now? 2) How morale been changed to allow higher popluations more easily? 3) Any major

1 Replies 2,336 Views