dystopic

dystopic

Joined Member # 2246651
1 Posts 78 Replies 912 Reputation

the "no copy protection" feature advertised means you don't need the CD in your drive to play the game. it doesn't mean they invited everyone to copy the game freely and endlessly. i got the impression that patches were only available by download before i bought the game. to quote the website: No CD copy protection. Once you install, you never need yo

47 Replies 28,092 Views

http://en.wikipedia.org/wiki/MACHO http://en.wikipedia.org/wiki/Weakly_interacting_massive_particle there's two more. wikipedia is wonderful.

93 Replies 51,756 Views

yep. WIMPs (weakly interacting massive particles) and MACHOs (massive compact halo object) were the primary candidates last i heard, however some theorists also speculate that dark matter may be regular matter, or an aspect of regular matter, that exists wrapped up somewhere in the other 7 dimensions of space. Kudos to wikipedia btw!

93 Replies 51,756 Views

if you happen to find extra money, you can also get more ships out by rush-building a starport on new planets and rush-building a colony ship, same turn. so colonize iconia V, rush build starport, rush build a colony ship on both worlds, bam 2 colony ships second turn. you can also turn your taxes up early for a little extra cash. as your homeworld population starts to dwindle approval will go up a bit, depending on how high your taxes are.

16 Replies 11,006 Views

Factoring in the size of weapons is a bit trickier. Straight multiplication by the size of the componant gives the following, which still shows guns as too expensive to buy: why did you multiply? you should be dividing damage by size to come up with a ratio. i'd use dmg/(size*sizemod) for the most generically accurate value.

22 Replies 46,616 Views

i don't see why the weapons should be balanced against each other. railguns are expensive to research, but they have the best damage to size ratio, and they're also the least expensive to put on your ships. it makes sense it'd be the most expensive to research. but i'm not here to defend mass drivers. i use the weapons that are best suited for the situation i'm in. a weapon's balance isn't in a vacuum, but also must be compared to appropriate defenses, their size/absorbtion/cost/resea

22 Replies 46,616 Views

Most interesting thing i've seen came twice in my most recent game and never before. It essentially said "The (insert minor race... one was snathi one was carnoids) with some help from our agents managed to steal all the technology from the Iconians. They are interested in trading these technologies, particularily for colonoies." i've never se

11 Replies 12,605 Views

there are two types of event. the one's you've been describing are the ethical events, which as mikeswi stated, you can see the full list for in events.xml. you can even create new ones for a mod. the base game has too many for me to try and list. these events only occur before you've researched xeno ethics (since they effect your alignment, they stop with xeno ethics because that tech fixes your alignment to whatever you chose). the second type of event is more elusive, an

11 Replies 12,605 Views

i agree, i don't think it's possible to create custom planet names except on starting home systems. i've wondered if customeplanets.xml would support starting systems for the minor races. i'm sick of stars named "Dark Yor" and "Scotlingas". i think it should, but i haven't tried it out yet. i've been busier skinning and naming the various major races PQ0 home-system planets. next step: custom RAW files for all the custom-skinned planets, and expanded terrain palettes to match. <b

6 Replies 12,155 Views

Then where do i place my influence starbases? next to my planet to boost their influence output? do the starbases help me create MORE influence points or do they amplify what points i have in their sphere of influence, or how does this work? the galciv wikia is pretty sparce on this subject too. https://www.galciv.wikia.com/wiki/

9 Replies 8,740 Views

it's certainly possible to win in these situations. it just isn't guaranteed. sometimes i prefer a game where i have a distinct disadvantage. the AI is good, but certainly not perfect. as long as you can get large hulls and the best defenses quickly, and you wage your wars slowly and cautiously, it's not too difficult to win from the corner. as nightboy pointed out, it's much easier to defend from the corner. i'm currently beating the drengin to a pulp. 1 large hull + 3 droid sentries + 2 nano r

13 Replies 7,429 Views

info warfare doesn't add to your advantage factor, but the attacker always has a better advantage. i've modded in two new invasion tactics for good and evil, "conversion campaign" (better version of info war, 60-90%, and gives a modest attacker boots) and "terror tactics" (boosts attacker value and lowers defender value).

6 Replies 6,341 Views

the AI was the reason i stopped playing SE4. it was just boring and repetative, no matter how much freedom i had. GC2's biggest strength is the AI. the ship designer, unique planets and other graphical features give GC2 yet more strength (though, it's pretty disappointing that Earth is the only custom planet with a custom RAW map associated to it, and even more annoying how few PQ-0 skins there are, and how the extra planets in most of the custom systems are unnammed and don't have unique skins.

9 Replies 17,086 Views

the updates install automatically when you D/L them from SDC. that was a short-lived bug; you must have updated at a very specific time. launch stardock central and click on games. a new update should be available. sometimes SDC needs to update itself before you can update anything else. the newest GC2 version is 1.20.035 if you continue expericing this problem after updating again, you should also check into making sure all your drivers are up to date. that's another commo

7 Replies 5,759 Views

well, you can't add a blank comp to a ship w/o modding a blank comp. but the visual aspect is sotred separately from the functional info, so you could create a new core design if you wanted. otherwise you'd have to follow Kryo's lead with a new comp. also, you can imput a number manually in the diplomacy screen for money and influence points. just click on the numeric field, you'll see a curosr start to blink, and type in the amount you want. it's so obvious, it's not obvious. <b

5 Replies 4,864 Views

i'm playing a game on maso right now. the drengin, arceans and terrans had all gained the strongest military advantage, but the torians went to war with the drengin (well, the drengin hadn't been as strong but produced a military very quickly). okay, the torians had managed to gain about 1/4 of the galaxy after the first surrender of 9 initial starting players. after killing off the korx, the torians went for the drengin. but everyone jumped into defense of the drengin (why, i don't know). i dec

18 Replies 13,002 Views

well, i actually started on cake walk, just to get a sense of how things work w/o worrying about the AI players. moved right up to normal for a game, then tough. now i play crippling or maso. i usually play abund/common/uncommon for the star and planet settings, tight or loose clusters, abundant anomolies, and research usually on very slow. usually play with 9 or 7 opponents. i only play with blind exploration if i use loose clusters; otherwise, it's too likely that 1 playe

23 Replies 10,964 Views

all i know is when i was evil and any time i attacked a good civ id have 3-4 other civs immediatly declare war on me that can happen even if they don't have alliances, and even if it's not the human player attacking. it's sort of a "we could be next" defense.

18 Replies 10,856 Views

PS: this is news to me, but the gov'ts are basically hard-coded. you can write new techs to access them, but not actually change their procution bonuses or sensitivity to morale. the lines in english.str affect the gov'ts display. so you probably notice how the govt techs give morale and influence bonuses: that you can change. you'll get those bonuses regardless of whether or not you use the govt. the production bonuses, however, are hard-coded. what shadowtek has done is this basical

5 Replies 5,016 Views

yes, what kryo said is the case. the game will only support a player having 4 gov't options. however, if one or more of those options comes from an ethically dependant tech, you can mod the game to contain more than 4 gov'ts. here's his mod forum: https://forums.galciv2.com/?ForumID=348&AID=119845#927936 the techs for the govts are in techtree.xml, but the bonuses provided by govts are in english.str (unless you're playing a different language configuration).

5 Replies 5,016 Views

check the flavor text for that event. "The waining empire of...." i've had that event happen several times, but the bonuses have never been enough to make any sort of difference in the game.

3 Replies 3,818 Views

i don't think this is simply the AI making its planets less appealing. if that's the case, why not just destroy the colony before your transport gets there? i've seen numbers of planets like this on AI that no one's at war with (after getting advanced level espiongage). game was on maso and all the AI seemed to be doing it. however, i should also note one thing. every planet that had empty tiles did have something in social production (in other words, it always looked like

22 Replies 7,995 Views