I am pretty sure there is an option to disable auto upgrades of improvements. Just because you CAN upgrade, doesn't mean you should.
GooglyBoogly
I don't know much about how the game is coded. But a game like this still having display bugs really irks me. 1: Fix the displayed values, if a bonus is listed as a %, then it better be a %. Many bonuses, like sensor range, engine speed and trade routes should be displayed as an absolute bonus, but are not. This fix should apply to the tech tree notes, building bonuses, planet details tab and race summary tabs. 2: Hardcoded different rules for AI
I would recommend MOO2 over Galciv2 any day
Many sections still don't have proper documentation. It's better than the in-game documentation, but far from the high standard of many other wikis.
The results of the combat seem to suggest that the dreadlord attacked your fleet. Since both fleets were to be destroyed that round, the tie rule came into play, which says that in the event of a tie the attacker survives with one hp. If you had done the attacking, the dreadlord would have lost, and you would have one ship left at 1hp.
creativity also now reequires you to be diong some research (not too sure what they mean by 'some'). It does mean that creativity will never trigger while research is at 0%
are these ships within the area of effect from an enemy starbase? there are improvements that can make your ships go slower if they are near an upgraded starbase.
To me it seems like it should still let you make thoes choices, and just charge you a small fee for every choice you take that doesnt match your alignment.. I would prefer the events still occuring, but FORCING you to choose your alignment option - after all the natives/precusor machines don't magically disappear when you have codified your ethics.
What you need to do, is to make your 'companion' ship a less desirable target than your main ship. Looking up the wiki Total Attack / (Total Defense + Hit Points) is the ratio you are looking for, so yes defenses count. So as long as your companion has less damage per hitpoint+defense than your main ship - they won't get shot till the end. Because the space does not scale with the hitpoints proportionally, your rule-of-thumb may not work when uing two different sized
Conclusion: The Ai is aware of the fog because it can explore when automated. Its a shame the AI ignores the fog for other routines. +1 bump. It seems lame that the optimal use of miners is to use the auto commands to gain the AI bonus. I wouldn't mind the AI gaining a bonus like this for some of the harder difficuilties - but I have a problem with it when it is hardcoded standard behaviour.
under the F6 screen, there is a victory tab. The victory requirement will be listed for each mission there
6a. Can we get an option to disable all anamolies? 6b. Can we get an option to disable all uninhabitable planets? in TA, atleast when generating the map, you can set the anomaly frequency, and the habitability frequency. Just max out the planet habitability, and drop the anomalies as low as they go
sounds like a bug to me. If you still have the save, you should post it in the bug reports section.
I thought Stardock was famous for patching and fixing? Hasn't ToA been out quite a while now? I bought it late on purpose hoping to avoid most "big" game bugs - but this is my first time in a long time browsing the forums and I'm reading tons of problems with ToA that seem game-breaking +1. It's even worse for me, since I just bought the ultimate version. Pre patch (straight out of the box), you could change which game (expansion
Further keep in mind that the AI usually doesn´t bother to destroy the mines, so even if one loses planets this production stays stable. But wouldn't those mines flip pretty fast if the planet were conquered?
sounds like something that should go in the bug reports section.
I was wondering if anyone could link me to a full changelog for all the previous patches combined? the wiki only goes up to 1.31 https://www.galciv.wikia.com/wiki/Patch_notes
Can anyone Confirm/deny that the AI cheats on Bright and above by ignoring fog of war?
I bought the ultimate edition, so I have no experience of playing any of the campaigns with the earlier version, but: I am having a similar problem.It seems beyond belief that the designers didn't think that people would try to play the ampaign with the ultimate mission.Having tech trees that allow space miners with no asteroids is kinda wierd. I too had to restart on Achilles Heel, and just bum rush the dreadlord homeworld. By trying to expand first, they had e
Thanks, everyone for your prompt responses
There are Many sources of income, and i'd like to know which ones are and are not influenced by the Economy ability Taxes: Yes - pretty much everyone agrees about this Tourism - ? Economic treaty - ? Trade - ? probably not, since there is a separate trade ability
Just by reading the description, I would assume it provides a +1 movement bonus to all ships built from that planet, permanently. Does this bonus carry over to ships that are upgraded? There was no entry for it in the Galciv Wiki, so I thought I'd ask here.
Influence ability is incorporated into a formula that causes other planets to culturally "flip" into your posession when affected by your influence. It can also go the other way, you can lose planets culturally to other races. No one except the coders know the exact formula and it's not really important. When enough influence is exerted on a planet, it flips pretty much at random but the chance increases with influence ability
In the GalCiv wiki, there is a post from a user saying they do not stack for super projects. however, an old discussion https://forums.galciv2.com/?aid=169162 says they do. It would be pretty broken, if galactic achievements stacked - so I assume they don't. But what about the colony-wide projects? I assume they would get the same bonus as super projects
If a planet gets a bonus from a moon and/or rings - you would expect that bonus to be displayed in the Summary tab for the planet - but it is not (Twilight latest patch from impulse)