As I know, all defenses are "depleted" by the attacks within a combat round. If you are playing the DL campaign with ToA your fleet had statistically no chance of winning. But not even a single HP damage is strange, 13 HP suggests a small ship, it should not have had a shield of 50. If you are not too deep in projectile weapon research you might consider missiles: for the same research cost and same size as a 2 damage projectile weapon, you could get 3 damage with harpoon. If you sw
antibor
I am interested in the corral approach. So, what is it?
Duck and then strike hard with the appropriate tech. Early on, use a few really fast ships trying to take ot their transports. Large ships can hold an engine and enough plasmas to take out first DL fighters - later frigates with a single salvo. It is pleasing to see a Destroyer taking out ship after ship. On normal the DLs are quite late with logistics.
In the scenario file, did you make reference to the text file? Conversation=Campaigns\Scenariotext.xml
I think: The campaigns are not fully linear. For example An unexpected visitor. If you win, the campaign continues with Ixith. If you loose, the campaign continues with Desperate Ally (then it returns to Ixith). So, the winning path does not include the scenario Desperate Ally.
Ctrl + printscreen to take screenshots (I do not know why this is not in the manual), then you will need some webspace to store them and then you can insert or link to the pictures.
With Twilight of Arnor 2.04 the Dreadlords campaign (winning path) can be played trough. Historically the first is Dreadlords then Dark Avatar with Twilight taking place around the end of Dark Avatar.
The 2 beam attack might be that it is in orbit. In this case the components are just visual eye candy (just like the two colonization modules), you can remove them from the design and you will notice that neither the stats nor the cost changes. In my opinion the early auto designs are not that bad but once the technologies advance, they fail. I am playing DA campaign in ToA on normal, currently at mission Achilles' heel and to my surprise the auto design properly added the +H
Personally I set it to 10/50/40 and do not touch it again. I only use a few planets to produce ships, so for me the military capacity is wasted. With focusing on military it is close to the default setting even with parallel military/civilian production.
Try to view it as time resource. The sliders represent how much of the citizens should work and what they should spend their worktime on. The point values of the improvements are the theoretical maximum capacity but ordering your citizens to only build ships or buildings without spending time on research is a very extreme decision. PS: Planet level variance is achieved via the focusing, so even if your civilization is solely building you can still get your research planet do
/Twilight/Data/English The main directory conntains the file for the original Dreadlords.
Cultural influence is the key. Do not build asteroid mines outside of your influence. (Or ensure your cultural superiority - via colonizing or influence starbases - where you have asteroid mines.) The UP might decide to stop such switching but that is random.
[quote who="Echelion" reply="1" id="3285096"]I would have liked to get the effect of the guns actually recoiling but you cant have everything! lol [/quote]Try three rotating elements, plus the barell also rotating. Elements one and three must have the same length. Element 2 should rotate opposite to element 1 and element 3 should rotate the same direction as element 2, with the barell rotating the opposite. Setup --- then it will turn \_/, then I_I, <span style="text-decoration: underlin
Early: Military tech- wise I am behind the rest of the other races. 2 later up to 4 heavy figthers with increasing defense as time passes by. Mid: No fleets apart from transports grouped. Lone medium or later large ships. Late: Four huge with 100 - 150 attack 250+ defense (and ship defense bonus plus extra HP) plus one tiny or small support ship with fleet speed and defense bonus, sensors but no weapons or defense. The huge ones are built as empty hulls and upgraded when added
If I am not mistaken in GC1 it was possible for a minor race to take over a major one(!) by influence. Actually there are bits that I found better in GC1 and without that game I would probably not have bought GC2.
Till the population reaches one billion I rarely build any buildings (apart from recruitment center and maybe starport) because the economic buildings have a maintenance costs. For example if the maintenance cost is one and it is a +12% then you will need to have the planetary income at 9 otherwise the economic buildings will produce loss.
Graphics and size help selling. Moddability (AI among others) builds community. Background story creates a universe. Draginol's soul was eaten away by such decisions and by faceing that value disappears by time. I still hope that he sent Bradley to prevent the Apocalypse (that he previously failed). The Thalans are just assuming things.
It was not an ascension resource, was it? Strange, even if there are four starbases already, the contruct option should be available.
Having trade goods should not be needed to set up actual trade routes, only the freighter and not to be in war with the other civ. Trade goods provide usually civilization- wide bonus that you can share with other civilizations during diplomatic negotiations. Monopoly means only you can sell it to anyone. Trade routes only give money continuously, on the domestic screen you can see total income from trade and on the trade tab you can see individual routes (ie money genera
Hi, Does anyone know whether the number of attacking troops gives any extra advantage? I mean if I attack a planet of 8 billion citizens, does it decrease my losses if I attack with overwhelming 30 billion troops versus say attacking with 4? Or if the dice rolls you will loose 1.6 billion to bring down the 8 billion, regardless of the total number of well, liberators? Thanks, Tibor
The sliders are a remnant from GalCiv1 where they made much much more sense (the production and research both depended on population factories increased it by a percentage). That the sliders are still global is sad.
The defenses seem to be calculated individually per ship. I tried to build a fleet with one ship having weapons plus defenses four others carrying only defenses - my attack capable ship was immediately destroyed then each defense ships took three or four rounds to get destroyed. The non specialized defense is still worth square root. Ability luck can increase practical (average) attack without being visible in the stats - apart from "real luck" (it is not X against Y but something r
[quote who="harmonic42" reply="8" id="2989873"]I've just been using fleets of two support ships + all the same large hull armed-to-the-teeth, fast ship, losing one each battle, makes things easier, if less convenient. I was finding that even the most armored DBB tank ship was still getting blown away by the 1000+ attack power enemy fleets. And that's with as many defensive buffs as possible.[/quote] Losing only one? How can you lose only one attack only ship against 1000+ atta
Well, I thought production (employment?) slows down all areas while playing with the sliders slows down or speeds up specific areas. Is this not the case? So if you have 24/24/24 ability with 100/33/33/34 sliders and no military project but ongoing social and research the social costs 7 and the research costs 8 (total 15). With 100/0/66/34 social costs 15, research 8 (total 23), with 100/100/0/0 neither social nor research costs (or progresses).
Sole Soul, Thank you for the correction. I really forgot defense attrition (within turn) so upon your comment I attacked with only a large ship (with 502 defense) and it got seriously damaged. So my idea about improving the AI was wrong. Now I am not sure about my claim regarding the targeting priority either as I made a test with an armed freighter and it was not targeted.