I found a Ranger which was automatically named, "Lucky Ranger". Good combat capabilities. Getting it to move around though...that was the tricky part. My Lucky Ranger must not have come with propulsion because the crew that found her had to put on their little EVA suits, hang tight to whatever protruded from its hull, and go for
CrusherX7
I'd try it, but I don't have AP, sorry. P.S. Hey Tang, turn the caps lock off.
The answer to your first question is basically yes. However, there is something to keep in mind. Since the improvements are usually measured in percentages, better ships experience a larger net effect. For example: lets say you have ship A with 10 hit points and ship B with 100. You gain a tech giving you +10% to hit points. Ship A will have 1 extra hit point, but ship B will gain 10. The lesson here? Don't throw away your old ships, but switch to building more capable
That's odd. I don't always play on the same difficulty each time, but I usually find that the Altarians and Torians ally and eventually destroy the evil civs. BTW, there is no alignment requirement for Death Knights. Once you research Battlship Technology, you can build as many as you want, regardless of alignment. Just how many Death Knights get built is usually dependant on production ability. If your game doesn't end fairly quickly, eventually Avatar ships get researched,
In the early stages of the game, during the colonizing rush, I seem to have trouble balancing between constructing new colony ships and warships to protect my new worlds. I also have trouble telling when I should start building constructors. I was wondering if anyone had any advice for what I should be doing? I seem to do fine in the mid to late game. In the last game I played, large galaxy, normal AI, I was lagging behind everyone at the beginning. Eventually though, I caug
I was wondering how often the valid games you submit show up on the metaverse. I submitted another about half an hour ago and it hasn't shown up. By my estimate, 10 out of 13 games I've submitted have actually appeared on my record. Is this similar to what the rest of you are finding? Please let me know.
Abandoning the same system over and over again? I was unaware that there is a way to abandon a planet. Could someone tell me how? I had always thought that if you wrecked a planet's PQ by using a tactic to conquer it, you would be left with a planet with low morale, low production, and a continuing drain on your cash flow. As a result, the only tactic I've ever used is the tidal wave one. If I could rid myself of the world after conquering it, I'd much rather go for
I tried to join the Galactic Core forums, but the e-mail I received that is supposed to have instructions on how to activate my account is blank. I had the activation instructions resent to my e-mail address several times, but every one of the messages was blank. Does anyone if this is a temporary thing, or does the site need fixing?
Does anyone have any screenshots of the Destroyer V4? It would be easier for me if I could see what the mod is like without have to download it, install, start a new game, then acquire techs so I can actually build the ship. Thanks in advance.
I can't remember exactly where it's mentioned, but since the major AI's have been spacefaring civilizations for a very long time. Their space probes have scanned every star in the galaxy, and as a result they start with the knowledge given by the Stellar Cartography tech, which is where every yellow star is located. Yellow stars are almost always where you'll find PQ 15 and up planets, and the computer players make a beeline for them. Unless you take advantage of the game by using the
I know it's not that likely that there will be further patches for GC, but I thought I'd go ahead and post the bugs I've found so far: (I play the GC with the most recent patch, non-AP) -In Foreign Policy screen (Relations tab selected), it lists my Espionage spending at 24 bc per turn, even though I haven't contacted any races yet. (I think that was what my spending was on the Alterians in the previous game I had loaded.) -The time listed for each save file in save/load f
I've noticed at the end of each game I've played that all of the major AI players have an average tax rate of 39%, even on varying intelligence levels. Do you guys notice the same thing yourselves? This leads me to wonder if the AI knows something I don't. Has the computer calculated the optimal tax rate for balancing population growth and income? I'm wondering if following in the computer's steps will help balance the tables for me, as sometimes I simply cannot fathom where all the
Can someone explain to me what's going on with the negative numbers used in some mods for speed and/or defense of certain ships? [Message Edited]
Will your "epic" map work with just GalCiv alone, or will you need AP installed to use it?
Do you guys think I should try making the .ship file used only notepad and not GalCiv writer?
I'm starting to think there was something wrong with myships.ship file I made using GalCiv writer. The two different graphics I tried worked when they were used by someone elses .ship files
In the menu there is also the option to retire. Anyone know if it's as bad as losing? I used it a couple of times when it was clear I had no chance of winning. If you look at my metaverse scores you'll see the two times I retired. [Message Edited]
Hmmm... it seems to be something else. I switched the .MDL file for the unit with Chippoka's fighter .MDL, but I still get the same result. :( [Message Edited]
I've been able to make my own missile-type unit with GalCiv Writer, and been able to build it normally in the game and not have any issues. I used the AntiMatterMissile model. I tried to edit it so it would use a model that didn't come with the game, and now when I select it in the build menu for my planets, it shows only black where the graphic should be. In addition, my new unit no longer finishes building either. My planets have been showing "Completed Next Turn" for months, even
In one of the game setup screens, there is one where you can select what winning conditions are allowed. One option that is on by default is "Alien Tech Victory". If this one is enabled, the result is that if a race other than yours beats you to finishing Final Frontier, they somehow are able to prevent you from evolving to the next level of existence as well, and because of this you can no longer win a Technological Victory in that game. :( Therefore, the game continues, and
After tinkering around, I think I've figured out what I need to do. GalCiv writer creates files in the galciv\data folder, and they start with the two letters 'my', like mytechs.tech and myships.ship If I move these files to the galciv\mods\data folder, they seem to work. Still, someone should write up a GalCiv writer walkthrough. Hey! Why are you looking at me like that? ;p [Message Edited]
The only mods I've made so far are ships and the techs to build them. Just to see if it would work, I made the only prerequisite tech for the new tech I added was weapons theory. I researched weapons theory, but my new tech didn't show up in the list of techs I can research.
In the picks screen, it says that picking bravery not only helps win ground battles, it can impress militaristic civs. "Military Evaluation" probably indicates whether or not having bravery will make an effect on the other civ.
Are you sure that the AI civ is neutral and not good? Even if it is neutral though, I think that it might be possible that the civ in question had the Paladins given or sold to them. [Message Edited]