I like the idea of more than one player being involved in the running of one empire, even if it is still against the AI-controlled civs, although I'm not sure it would really catch on.
RemingtonRyder
I think this may have been mentioned on an earlier page, but it would be nice to get some data on the fleet you're paying so handsomely for. For example, what the most prevalent ship design is and why it's still kicking around years after you obsoleted it.
I tend to play with tech trading off precisely because it's too easy to sponge what you need off the AI opponents. That doesn't stop me from spying on them, though
As others have said above, don't be suckered into spending huge amounts of time researching extreme colonisation techs. If you see a particularly good planet near your territory that you want, there's no harm in having a fast colony ship on standby at a nearby planet of yours. The AI doesn't necessarily think ahead like that and you'll be able to beat it to the planet even if you launch your colony ship after they do.
It was never intended this way. Simply look at the beta report forum. there is a sticky thread about this. Defense values are calculated completely separated for each weapon type. As I said before, I've read that thread. I wouldn't have a clue about anything here without having first done so. To recap and provide an example, if you have a ship with a shield rating of 25, a point-defence rating of 81, and an armour rating of 4, the overall ratin
1. An in-game Post-It pad. Remind yourself what the heck you're doing at this or that planet, or with your empire as a whole. Useful when loading up a saved game you haven't played in a while. Example: 'Remember to research Logistics again' or 'Tuesday: Invade Earth' 2. Give an up-to-date situation report when loading a new game, especially if there's a war going on. 3. Make special weapons (e.g. the Nano Ripper, or the Psionic Shredder) special - at the moment they're ra
When armor is reduced, it doesn't reduce the base value of the armor, just the value of the armor against that weapon type all by itself. 100 defense becomes 100/10/10, or 100/0/0 against beams with no carry over to other types, 0/10/0 against missiles with no carry over to other types, and 0/0/10 against guns with no carry over to other types. Having weapon of one type reduce the defense for weapons of another type is an interesting idea, but goes against how
Are you all by chance playing on the largest map size (Gigantic)? I've noticed that in previous posts regarding this problem, that was a common factor.
If defence degradation were fixed only to fit the available documentation, it still wouldn't work because the firing pattern (for ships with more than one weapon) doesn't account for the off-type effect. When you're faced with the question 'Do I first fire my ten phasors or my five photon torpedoes to cause the most damage?' the answer should be straightforward to work out given the relevant numbers.
Perhaps another solution is for off-type defences to only act against an attacker's weapon (and thus be degraded by it) when the on-type defence has failed or didn't exist in the first place. This makes on-type defences useful in that they prevent the other defences from being degraded by off-type fire while active, and it also means that the attacker can continue to select weapon based on which defence is weakest without being frustrated by large off-type defences, or need to bring som
I guess it really depends. If you can easily pass in a parameter which says 'this defence is being damaged by an off-type weapon' or determine such from existing parameters then it's not necessarily a hard fix. Also because of the effect of a large off-type defence, it may be that a better strategy for selecting a weapon to fire is needed if the attacker has on-type weapons available, as I mentioned earlier. One thing not discussed so far here is that despite taking hull damag
It's still on the fix list, I read.
Um, does Imperium Galactica II ring a bell at all? The inevitable problem with speeding up any strategy game to real-time is that players make silly mistakes because their brains simply can't keep track of everything. That's why in GC2 any ships which haven't got orders are selected cyclically.
I've got the same problem with the game I was playing earlier, the debug file stops in the same place as above. Maybe it's an issue with that particular map size.
I'm confused. I've only being playing DA a week or so but what happened with this new version? Started a new game and no space mining ship. Of course, no more asteriods either. All the planets are habiatable. No heavy gravity and so on. It sounds as though you've started a new game in Dread Lords instead of Dark Avatar. When you open the game launcher, pick 'Switch Chapter' if necessary to select the right one.
Unfortunately while I went for a few hours without a crash, my luck did eventually run out. Since I didn't save either, it was a waste of time except to confirm that it's not autosave in particular which is killing the game.
I've already sent in two bug reports regarding a crash to desktop that happens when the turn begins, but on a hunch (there was disk activity consistent with an auto-save and it seemed like the bottom of the screen flashed up 'Auto Saving' before I was dumped out) I tried turning off auto-saves. I'm going to play a little while longer to check this out, but I think it's worked, though it beats me why that would be the case.
IMO off type defense should offer NO PROTECTION against an attack. If I have armor and they have missiles, then my armor should be useless, period. Why go through the trouble of introducing three very different defense techs if they in essence impart similar defenses? The idea is that your defences should not be absolutely useless against attacks of a different type than they're supposed to defend against. You can't predict what the enemy is going to se
There are more comprehensive guides to modding than this, but basically you want to create nested folders so that you end up with a path reading GalCiv 2\Dark Avatar\Mods\Your_mod_name_here\Gfx\Terrain\ and then place the modified tile graphics in there. When you next start the game it will read this folder and you'll be able to select it from the general options screen - you also have to check the 'Use Mods' box. The following link is for a ZIP of the mod I used to make the scr
There's a certain logic to that. If you're attacking off-type defence, it shouldn't resist your attack as well as the on-type defence. However, I think that squaring the value of the attack is a little extreme. I would go for a degradation rate of three times the on-type rate, assuming that the on-type defence is unable to absorb any more attacks. That gives sufficient motivation for AI and human alike to put the proper defence in place.
Actually the build squares seem to be moddable, seeing as how they're in the Gfx\Terrain folder for GalCiv 2 (Dark Avatar also uses thse files). It would simply be a case of coming up with a mod that uses tile colours which can be distinguished. I did this in about ten minutes with GIMP. I'm not sure if this is any good, mind, so here's a screenie:
No. There's a checkbox in the options which specifically says 'Only show fleet combat if BOTH sides are fleets' - you want to toggle this off to see fleet combat when only one side is a fleet.
What I'm saying is that if one wave of defenders - the maximum according to logistics - isn't going to hurt the enemy enough to stop him attacking a second wave (because he's not strong enough to fight them) or better yet, wipe the enemy out completely, then the planet is probably already lost. And, because it's unlikely that you can squeeze in a third wave of defenders because there's only space for ten ships, two waves maximum is all you have.
Remember that 300 attack is actually thirty 10-damage weapons (or even fifty 6-damage weapons) and by the time you get to the closing shots with those weapons, more damage is likely to leak through than when you started firing because of defence degradation (assuming for the moment there isn't an off-type defence) but the downside is that with less defence, your own ship will see damage leakage sooner rather than later. A strong offence is necessary when you want to cause lots of damage
Having re-read the example posted for the DA combat system, I noticed that weapons are targeted to cause optimal damage - that is, the weapon which can roll against the lowest possible defence value goes first. However, since this targeting method breaks down when a large off-type defence is present, I suggest an alternative. Considering the same ship using the targeting formula, all ships should fire on-type weapons at the strongest defence if it exceeds the square of the secon