RemingtonRyder

RemingtonRyder

Joined Last seen Member # 2197899
7 Posts 434 Replies 29,808 Reputation

By default the Terran AI is very expansionist. They also have a +1 speed advantage in abilities. Their Innovation Complex (usually built on Earth) adds a +1 speed bonus to ships built on that planet. The way to beat them at the colony game is to get a similar speed advantage of your own, but spam cheap colony ships. Taking ability points in Military and/or using the Industrialist party will help there. Focus on getting whole systems, so that the Terrans can&#39

6 Replies 11,564 Views

I tend to find it's not the AI that I need to worry about in a game of GalCiv 2, but the pace of my own development. If I dawdle too long the AI has a military and starts with the extortion, but when I have a military and I'm not blatantly parking transports next to their worlds, they tend to leave me alone. Especially when I'm paying them all to go ten rounds with each other. ;) The AI poses a threat right up until I start winning. I find that toppling o

18 Replies 54,878 Views

In a couple of weeks this mod will be three years old. Wow, time flies eh? Still going with my latest test game. The recent changes to the weapons have been beneficial to my Arceans, who can do a lot of damage in that first round even with just Harpoons and Neutron Drivers. This leverages their Super Warrior ability, allowing them to take less or no damage from enemies when they get the first attack. Yeah, I'm actually mixing my weapon types for a change.

507 Replies 1,009,438 Views

The retail/Gamestop and Steam versions of the game store your ship data files in the same location. A new installation won't wipe out your existing data folder. When you've finished downloading and your game is installed and registered, you'll be good to go, no backup required.

1 Replies 6,090 Views

I would say (based on my latest test game) that the AI is basically sound, but TA introduced quite a few new things which threw it for a loop. High-maintenance, low-yield buildings for one! :P It's no huge surprise that mods will probably get me interested in the beta. Tinkering with buildings and ship components is fun. :)

298 Replies 928,329 Views

Well as it turns out the AI does still use the smaller hull, just not very frequently. That's good to know. I think I need to get a bit more radical with changes to life support. What I'm going to do is return to one support module per tier, but only the small modules. Basic Life Support will be cut (I will leave it set to require 'ImpossibleTech' in case you want to add it back in). This means that the AI and player will be unable to add life

507 Replies 1,009,438 Views

I'm not sure that editing the saved game will help. You kind of have to know what you're looking for if you open it up with a hex editor, and I'm not sure what you would even do to have the game clear out a fleet during turn processing. It sounds similar to this , in which case unfortunately you'll need to start a new game. :(

5 Replies 14,109 Views

You can only really use one of them at a time, but you can install each of them to different folders to try out if you like. However it is recommended that you clear/backup your raceconfig files out before activating a different mod, because each mod may have different configurations for the default races.

3 Replies 11,654 Views

I think in principle that GOG is great for games which have gone out of circulation, but it's not so hot for games which are still selling in other outlets. Your mileage may vary (mine appears to suck). Game piracy hurts future game development and may lead to price inflation or more draconian measures, neither of which are good for the honest game consumer. There is a case for making games less reliant on an internet connection, or more tolerant of an offline status

95 Replies 463,255 Views

Unsure what to do with the new Support hull class. On the one hand, it does spice up the early game, but it makes the original Small hull a bit redundant unless you have a very limited production capability or you want to mass produce a cheap fighter. It does cost one less logistics point than Support so maybe it will see some use. I'll keep playing and see how it goes. :)

507 Replies 1,009,438 Views

Well I play modded GalCiv so if I don't build labs I have hardly any research going. I try to concentrate labs on colonies with bonus research tiles but any planet with five open tiles (so PQ6 or better) is fine. That allows for a bare minimum of four labs and a Research Co-ordination Centre. Because research is affected by bonuses from economic starbases, it does make sense to specialise a particular cluster of planets in research, although the same bonus wil

10 Replies 17,712 Views

The editors with GC2 have a few problems, like adding XML when they shouldn't, or not adding it when they should. I would have liked to be able to see which techs a particular tech leads to, saving me a lot of clicking around. A copy-paste to and from spreadsheet would have been an awesome time-saver.

18 Replies 30,501 Views

[quote who="DivineWrath" reply="212" id="3413571"]I never said it would be easy. I'm no fool (though I might sound like one at times). The amount of work needed frightens me. Steam has big lead. They were around early. They've been developing for over 10 years. They have the largest user base. I don't think that money is a concern for them. Everything is going well for them, and they are expanding. Nearly everyone who has tried to compete with Steam has had access to mo

251 Replies 772,623 Views

I tend to fix the tax rate based on the current treasury level, the rate of loss, and the urgency with which I need production to be done. While your civ's economy is most efficient running at 100% production, if you're losing money fast then it may be wise to trim it a bit, just until colonies start to prosper. Basically the idea is to get to the next milestone without the treasury running out and going into the red. A milestone like finishing the current batch

10 Replies 17,712 Views

[quote who="DivineWrath" reply="40" id="3406608"] Its unfortunate that something bad happened to your account. I don't know what that was. Have you tried contacting tech support? They should be able to fix it.[/quote] I did try to contact them. They never replied. I know I have an account because I noted down a username and password! I could annoy them about it again but if they can't answer the first ticket, I don't hold out much hope for them an

95 Replies 463,255 Views

The problem with not having much tax income is that you won't have anything to fund the research produced by new labs, and without research you fall behind the other civs. Growth is important, but you can't keep colonies at 100% approval forever without securing more morale resources or building more morale structures. Generally, take whatever resources you can reasonably defend. You can get the rest in due time.

10 Replies 17,712 Views

[quote who="WIllythemailboy" reply="71" id="3413466"] Quoting MarvinKosh, reply 68Freighters spawn a mini-freighter when they set up a trade route, starbases could similarly set up a supply freighter which ferries supplies (production) from a designated planet. This would default to the closest planet which isn't over-committed to providing building supplies. This would make setting up remote starbases a teeny bit more problematic, as the longer the supply lin

86 Replies 320,553 Views

I'm guessing some of you will have seen already but some retail game stores now have a digital download section. I don't know how well it works for them, but in the case of the local GAME store it's a whole shelf full of PC games that would have been occupied by something else. Your mileage may vary.

251 Replies 772,623 Views