Can someone point me in the right direction as to where I can find what the changes are from Dark Avatar beta 2a to beta 2b?
CrusherX7
TGE, minor races don't use the influence system in GalCiv 2 (they did in the first one). They do not produce any influence, and their world cannot be taken because of a major race's (player included) influence.
Now that I think about it, maybe there should be a specific AI for minor races only. For example, perhaps minor race AI's won't value as much influence related techs a player is offering in a trade, since the only value they have to the minor race is to offer in trade to a third party.
You think that's strange? I've seen minor races build mining starbases to harvest the influence adding resource. (I should have posted this earlier, but I forgot and reading your post caused me to remember.)
Yes, I'm aware that the 'battle of the gods' scenario gives you all techs, but as far as I can tell, scenarios are another thing that hasn't been included in the DA beta yet.
I want to make template ships to use in a custom race, including the ones for medium, large, and huge hulls. Is there an easier way to gain access to the bigger hulls besides starting a new game and playing it until you research the appropriate techs normally? I tried using the cheat to instantly research a tech, but it seems that the cheats haven't been included in the expansion beta yet. (I have tested the cheats out sucessfully in the regular GalCiv2)
I was able to do that with no spies available for deployment. I just click on a planet and then click on the "spy" button. I can see everything. You're right, that's even easier than my method. Yeah, but you can't
Quote (Citizen)Shadowmaster KingNovember 18, 2006 01:22:56Reply #2 I was able to talk to them once in campian were they randomly made peace with every civ. Did you mean campaign? I thought that the campaign wasn't in the beta yet, because when I click the 'Campaign' on the main menu, there are no campaigns for me to choose. Did my
Normally, to see what another race has built on the tiles of one of their planets, you need a 'High' espionage level with the race in question. However, with the spy system, you can totally bypass that requirement. To do it, make sure you have at least one spy available for deployment, click on the deploy spy button, and click on the planet you want to look at. You don't even have to actually deploy that spy. With this method, the player can look at the improvements built on any fore
Just play on Cakewalk and experiment with stuff until you get a feel for the game. At that difficulty level the computer players have a massive economic penatly which makes it slow and difficult for them to do just about anything, like colonize new worlds or conduct research. Due to maintenance costs, it's unlikely they'll be able to afford to defend all of their colonies, leaving some wide open. They won't have enough ships to launch a serious offensive against you, and before they can actua
I was wondering the same thing myself. (in response to Ray Radlein's post) How can we tell if something we find browsing the internet is public domain or not?
Personally, I think it's funny, and so I enjoy it. A game can be too serious, you know.
LOL, who cares if they're building influence starbases? Minor races are totally irrelevant when it comes to influence. They don't produce influence points, and can't be culturally assimilated. Now that I think about it, you should be glad they're building influence starbases, because it means they're wasting their constructors. If they build military or economic starbases, it might actually make them stronger. Worse yet, if they built a resource starbases and you're stuc
*bump*
I would suggest that with the Dark Avatar expansion that Stardock would improve the scenario making process by allowing more things to be set. I found it really odd in the campaign scenario 'Salvation' that Earth was not set as the Terran Alliance capitol, had only one billion people, and its only improvement was a starport. If you were able to set things like civilization capitol world, improvements, and population, you could give scenarios a lot more flavour. With each s
"I said fire a shot across her nose, not up it!" "What's the matter Colonel Sandurz? Chicken?" "So Lonestar, now you see, evil shall always triumph because good is dumb." -Dark Helmet (Spaceballs: The Movie) (Personal note: There's nothing quite like sci-fi parody. I actually named the custom race I play 'The Spaceballs'. Hail Skroob!)
I think I said this before in a different topic, but I'll say it again. Galactic Guidebook isn't that great, but survey modules increase the sensor range of the ship they're mounted on by a bit, so this wonder is still good for something after all the anomalies have been explored. Having said that, Eyes of the Universe (or whatever it's called) is much better for increasing sensor range, but I suppose that on a high difficulty level one of the computer races might beat you to building it, so t
Well Survey modules in mid to late game aren't totally useless, they do increase a ships sensor range. I suppose if a computer beat you to building Eyes of the Universe (or whatever it's called) then this might be a little helpful.
From my personal experience, the Drengin are pretty slow at expanding, and the Yor even worse. Sometimes I like playing what I call "Evil Axis takes on the galaxy" where my custom race is allied with the evil players. The Korx do okay on their own, but the other two start falling behind quickly due to a lack of worlds, and it takes tons of aid just to keep them alive, almost offsetting the benefit of not having their worlds fall into the hands of a non-allied player.
Isn't the note you get when you achieve Advanced level espionage on a race something like: "We now know more about the inner workings of this race than their emperor himself does."?
JavalTigar and Noumenon seem to be missing the point Beefy Jr. is trying to make. If your factories and labs are running at 100% capacity, then why can the Social, Military, and Research sliders affect how much the buildings produce? For example, even if spending was set to 100%, if you were to set your research slider at 100%, then there would be no military or social production going on, which means your factories are running at 0% capacity. This means there's no way 100% spending means 100
Thanks for the info.
In a post I read I saw someone mention upgrading all the ships of a certain class at once. I'd like to know how do it, if it is possible. I know how to upgrade ships individually, but sometimes doing that is just a waste of time. I have money to spare in my current game and a lot of small obsolete ships, and upgrading them all one at a time will be a real hassle.
I had a pair of scouts that were in Auto-explore mode, and when I tried to give them away to the Yor, it caused the game to crash. I reloaded the game and tried it again, and reloaded and tried once more, each time it caused a crash. I then took the ships out of auto-explore mode, tried to give them away and it worked, no crash.
I was wondering if starbases with an attack power of at least one count as an armed starship in calculating an empire's military stregnth. I'm just wondering if there are ways to make other empires respect you without having to spend lots in per-turn fees for warship maintenance, besides that building that makes ships in orbit look more powerful to other empires. There's a lot of other buildings I'd rather have occupying that valuable real-estate on