Mining is very cost effective. Think on it this way, you don't pay any bc to maintain the mining bases or the mining ship. The extra ips that are provided do not use up any planetary tiles. That said, it wouldn't be a bad idea to add an Advanced Mining Module which halves the improvement time.
RemingtonRyder
<img src="http://www.omniloth.net/gc2files/GC2TA_1287070769.jpg" alt="Senator troop transpor
It'd probably be easier to take screenshots in-game (Ctrl+Printscreen) and then put them on free image hosting. Same place your saved games are stored you'll find a Screenshots folder. Ship designs do not work very well across expansions. That's not to say you can't make the same design in DA or TOA, just that you'll likely have to start from scratch. Dark Avatar gives access to the generic cube hulls, which allows you to build your own hull using just the style co
Ship templates go in the My Games\GC2TwilightArnor\shiptemplates folder (assuming you're playing TOA). Each template makes two files, one with an XML extension, the other with a SHIPCFG extension. Also see here for more detailed explanation and here for an example of a decent Terran ship template pack. Personally, my preference is to use or build missile shi
Here's something that I don't think has been mentioned. When an Immense galaxy is generated (Large also works) it's possible for the same star name to be used twice. Obviously it's possible to rename these things in the game, but next time you play on a big map it'll happen again. And on a big map there's nothing more confusing than having two planets with the same system name but existing at opposite ends of the galaxy.
You can however clear old high scores on your own machine, these are XML files in the My Games\GC2TwilightArnor\Metaverse and My Games\GC2TwilightArnor\SandboxGames folders respectively.
I'm still playing. I recently downloaded the high-res graphics mod and that's gone quite a way to keeping me interested. If I'm going to be staring at a bunch of solar systems against a starry nebula background, it certainly doesn't hurt for it to be a cool-looking nebula. I think though that I'm getting bored of Terrans. Their tech tree is nice, but I find myself repeating the same strategy every game.
Nope. They were all quite happy researching up the weapons tree this time around. Though it didn't do them any good, all my capital ships had defences as soon as I figured out what weapon type everyone was gunning for.
Well the first war in that game was pretty early, I took that one race out with fighters, each armed with a pair of lasers, and low-tech transports. I kept expecting them to improve their weapons before I launched the offensive, but they never did. Three custom races, plus Korx and Altarians. Playing them again to see if I get a repeat of this bug.
Multiple upgrades on the same tile increase the cost of upgrading, increasing the time taken for the next upgrade to be completed. Upgrading a bunch of cheap factories straight to advanced factories goes slow to begin with, then goes faster with each advanced factory that comes online. Myself, I never use the Auto Upgrade feature because I will end up with lots of Industrial Sector, which is great when I have the money to support both the maintenance and the cost of the
So I played a Large map on TOA with five Intelligent opponents, with the tech rate set to Slow, tech trading off. Out of those five, just one of them researched the tech required and built ships with weapons. The rest researched all sorts of useful techs (including the whole Planetary Invasion tree) but no actual weapons. Beats me what's going on with that. Maybe if I had declared war a lot sooner they would have switched to something more useful.
I like that the AI doesn't play with fog of war. The human player needs a bit of a disadvantage to overcome in the colony rush phase. The way you beat the AI is to get your colony ships cranked out faster and earlier than they do. On most maps your survey ship on automatic will uncover loads of habitable planets, you just need a scout or two to check out the places it hasn't gone, or you can just send colony ships out blindly and hope you get lucky. But yeah, the AI
It's worth noting that a Starport can be rushed for as little as 142 bc. In the initial frenzy of colonisation, you can't just have one planet pumping out colony ships, so the sooner you have the Starport running the more turns it will spend building colony ships. The initial colony itself has enough manufacturing and research facilities to start off with, but as you start to build more expensive ships and research more advanced technology, you need devote tiles to factories or
Starts on Tuesday 5th October in the UK.
Can be any quality really, even some of the really good finds (PQ 20+) can have zero influence from planet.
Some of the planets I come across have a very low influence rating. When I examine the breakdown of influence on the planet screen, there is: Influence from population Influence from improvements (Embassies and Cultural Exchange Centres for example) and miscellaneous Influence from Civ's influence However, there is a big fat zero for the following: Influence from the planet Influence from my civ's influence ability &
Tried complaining about the sliders ages ago, nothing was ever done. It would be easy enough to just dump them and go with up-down controls with the percentages in boxes, like you have for selecting an amount of bc to give to/get from another empire. Plus, you'd have the novelty of being able to manually enter a percentage with the keyboard!
Got a weird bug today. A planet rebelled against the Korx and joined my empire, and it had one completed Hyperion Logistics System, and one being built!
http://metaverse.galciv2.com/index.aspx?g=managecharacters If you're not already logged into your Stardock account, you'll probably get asked when you try to visit the above link. This page will list your current characters and allows you to edit them or add a new one. Once you've created a character you'll be able to access them in the game when you play Metaverse mode.
In order for mods to take effect, you have to change the mod folder in the options screen in the game.
Just so you know, I saw this behaviour yesterday. A race I paid to go to war with the Yor got war declared on them by the Yor's economic/research partner, with a message to me about stopping the war of aggression. The poor guys got reduced to just two colonies before I put a nice bribe in the hands of the Yor's partner to backstab the Yor. [e digicons]:grin:[/e] I don't know if it's the difficulty setting or my bribing a race to go to war that set it off, but I sure haven'
When a world with an Economic Capital is captured, the project is available for building again on another world. If the Drengi had already been at war with another empire, that could explain it.
Well as far as I know, there is no Orbital Fleet Manager in TA 2.03, just the Fleet Command Center super project. I don't know whether that's spyable or not, but certainly it's possible to deny the enemy the benefits (of having all planets defend using orbiting ships as a fleet) by capturing the planet which it's on.
If you find that your new colonies aren't growing fast enough for your liking, and your homeworld is overstuffed with angry colonists, you can use colony ships to ferry colonists where they're needed. Obviously if there are planets that you can colonise right away with those ships, you might want to do that instead of letting the AI snag them. When you've researched Planetary Invasion and have built troop transports, you can use those to move colonists as well.
Defence is especially useful if you've kitted your ships out with HP boost modules, because in the event that a ship's defences fail or damage bleeds through, the hull takes the rest of the beating. The more HP your ship has, the more likely it is to survive for another round, at which point its defences are fully recharged.