Starbases are supposed to be important. There may be some tweaks here-and-there I'd like, but overall I like them as they are.
tetleytea
Are there really that many random ethical events? After every planet's been colonized, I mean.
This sounds more like a documentation problem than a bug. It may be that colonizing 50 colonies was strategically a bad idea. One of the reasons for the poor/inaccurate documentation, though, is the implementation itself keeps changing. Kinda hard to document something that's changing, because now you have to sync up the documentation AND the software. All-in-all, that's not the kind of problem I expect to see in a released product.
I get all 3 of those problems all the freakin' time, and it ticks me off. I always adjust my research slider till I get "1 week to complete", and then I add 10% just to adjust to this stupid bug. And even then, sometimes next turn it'll be 99% researched (but no cigar). You NEED to be able to trust those timetables. Sometimes that tech being re
I like the new ethics system, although neutral might be a bit too powerful. At least, on paper.
Well if it's a design decision then doggone, I'm going to use it. It's time to roll out the small-hulled one-sensor POS ships, and upgrade them all to 250bc mega-laser hulks. It's not an exploit if it's not a bug. <img src="http://images.stardock.com/gc2/T_DL/s
Rather than upgrade the extra colony ships, I find alternative uses for them. One thing they can do is ferry population around; particularly, to those newly-conquered planets that only have 100 million population. They also serve as a deterrent for enemy transports. If a colony ship is in orbit, that stops a transport just as much as a Defender.
Looks like in patch X they're still not working.
So I finished this scenario (and the next one). The hardest part of Apocalypse was shoring up my economy. I colonized the heck out of the galaxy, even grabbing those 4 planets right next to the Drengin & Yor and two planets north of the Drath/Korx. In the campaign I always take +50 Military so I can crank out those colony ships by hand at the beginning. Much much cheaper than purchasing them, but still, I was running -700bc every turn
I've seen that bug too, but it's not the worst one: I had a combat bug where I was gaining movement after a combat! I had this pirate fleet running around killing everything in sight--by the time it was done, killing EVERYTHING in one turn, it had 65 movement! I reloaded.
A. Galciv2 is buggier, but Civ4 is just so slooooow. I don't want to take vacation just to play Civ4.
I'm not sure what upper right box you're talking about (I'm going to find out, though), but in my experience, I have mined yellow resources and gotten a morale boost the turn after. I think it gets lumped in with "civ-wide bonuses" in the approval tooltip. And I have found the effect noticeable when I have a couple yellows mined.
It doesn't need a farm, because the PQ limits the pop growth anyway. I do a factory, a starport, and an ent. ctr.. That way it'll contribute research or constructors, depending on my needs. And, it contributes approval. They tend to have very high morale. They can also be troop farms--I feel much better loading troops from planets that have maxed out, anyway.
The opening screen says if you wait too long, the DL will be unstoppable. Is that true? If you tread water and boom your economy, will bad things happen? Or do you pretty much need to rush them like the other 2 missions? thx!
I don't think the fleet idea will work (they said the AI will target max weapons/min HP first), but the freighter-killers might, especially in the campaign. The only problem is, the weapons are bigger on cargo hulls. I usually just forget it and go with a small hull. Might as well at least stand up to other freighter-killers.
I'm just starting Apocalypse on the campaign. Any tips from people who've already done it? thx!
I don't like CivIII and CivIV that much, because it's so slooooooooow. I can play an entire AOE3 game in 30 mins. In the CivIV modern era, that's one turn.
I had my copy of Rise of Nations on my old computer for a couple years, then I upgraded computers. I had lost/thrown away my CD key since then. Microsoft was more than willing to replace my serial key for a "nominal fee" of $10. Jerks.
I build on all planets. Because again, I don't want to waste the military production. And what else are you going to build...factories? To manufacture what?
I never killed a single DL battleship the whole time I played. I let the Drengin do it. (I did kill a DL fighter or two, though). I let the DL's roam my sectors with impunity all they wanted. It's the transports I wanted dead. My military brawn primarily went toward the Yor and the Drengin. And even then, I ignored their fleets--the Drengin only had a speed of 2. By the time I won, I had speed 11 military transports. Just take down the pl
On the low-end ships I aim for 1 defense. First reason is, one deflector is cheaper than 2 lasers. That can mean one less turn of production time on some planets. Second, what's the square root of 1? 1. So deflectors work on all weapon types.
The white borders are probably when you have a ship selected, am I right? That's your ship's life support range.
I've had that same bug, where the shipyard won't change ships. The workaround I've been doing is to select a ship, then click "purchass" and then "cancel". That works.
Losing an invasion isn't always a curse. You can use mass drivers to wear them down and the PQ won't lower.
I got that, too. It wasn't that much population, though, so I blew it off. This reminds me of the GalcivI bug with when you could use Information warfare and get 333 billion people after you successfully invaded. Morale on that one planet was crap, but it sure was nice building lots of colony ships to populate everyone else with. <img src="h