Were you seeing ships with defense and no weapons in fleets or just parked around planets? I reported as a bug during the ToA Beta seeing planetary defenders with defenses and no weapons. It might make sense to buy and launch a very cheap ship consisting of only a tiny hull to block unarmed troop transports lacking an armed escort; however, adding lots of defense only increases the cost and won't stop an attack ship with a basic weapon (even a ship with high defense will during
Mascrinthus
[quote]Busy week next wee- NotMoM info on Tuesday, Galciv 2.0 on Wednesday. Anything else big?[/quote] Well in the United States there is this little thing call Election Day 08 on Nov. 4th!!! Not much at stake just the job of President, Vice-President, and several seats in the Senate and Congress. Tomorrow will determine the direction the US will take over the next 4 years. The events of the past month have made clear that matters not only to Americans and US reside
[quote]About the ship editor: -Will there be an option to control the miniturization and/or techs available? I don't know about you, but being able to design ships for the early colony rush (where miniturization can be limited) and early wars (where techs are limited) would be quite handy. Having everything at once can get in my way of designing those ships.[/quote] I agree setting the miniaturization value is key to determining when in a game (or if ever) a given ship modu
Currently, when the Governor auto-upgrades factories or labs (or other planetary improvements) it queues them up in a random oder. It should take into account the bonus titles so that a factory on a 700% title is upgraded first followed by 300%, then 100%, and finally those on non-bonus titles. Also, the Governor has a strange idea what an upgrade should be, for example, trying to update a Yor Collective to a newly unlocked factory type with a lower yeild and higher m. cost.
ToA adds much more content to the tech trees making the [link="http://library.galciv2.com/index.aspx?m=775"]Galactopedia[/link] all the more useful. Fortunately someone updated it to be compatible with ToA; make sure you use version 1.7.4 or later. Playing as the Yor in ToA you may place on each planet one Recruiting Center (requires Stellar Fortification) which gives you a 10% economic bonus and a 20% population bonus. Also they may place one Efficiency Center (requires Efficiency Stud
At the start of a new game you may disable mega events which will prevent this from happening again.
Good: Altarians, Drath, Iconian, and Torians Neutral: Arceans, Humans, Krynn, and Thalans Evil: Drengin, Korath, Korx, and Yor The Thalans in DA were great for production due to their hive special ability but in ToA they get off to a slower start since they can't start off buying factories. The Yor get off to a good start since they have some great one per planet improvements, low maintenance factories, and several economic boosting techs. However, in a long game withou
[quote]Here is my first Year Zero Victory: Level: Suicide Galaxy Size: Tiny Me: Altarians AI: Thalans Completed: May 15 Score: 25200 I colonized one planet and had to capture two planets.[/quote] This being my first Year Zero Victory, I did several things that we sub-optimal, where the primary goal is to finish in as few turns as possible and the secondary goal is to get as high a score as possible. The first time I starting my research with "Interstellar Warf
No bug, user error on my part. :LOL: It has been so long since I've placed a spy (usually I just keep one spy handy so I can look at an AI planet) that I forgot how to place one. I thought I needed to click on the Place Agent button and then the spy cursor would appear, rather than that button doing the commit.
[quote]How were you not able to place spies? Did you get a dialog box telling you so, or after selecting a spy o place was it unresponsive when clicking on the planet?[/quote] I can bring up the planet screen either by: (1) selecting the planet and then clicking SPY, or (2) from the Espionage window select place agent and then select a planet but then the Place Agent button is greyed out so I can only click DONE. I tried researching Xeno Comm. and Universal Translator bu
Here is my first Year Zero Victory: Level: Suicide Galaxy Size: Tiny Me: Altarians AI: Thalans Completed: May 15 Score: 25200 I colonized one planet and had to capture two planets. [img]http://i222.photobucket.com/albums/dd95/pdesrivieres/Zero%20Year%20Club/Victory-May15.jpg[/img] In this game I was not able to place any spies on the Thalan planets. Was this a bug or do you need to research Xeno Comm. and Universal Translator?
Here is my first Year Zero Victory: Level: Suicide Galaxy Size: Tiny Me: Altarians AI: Thalans Completed: May 15 Score: 25200 I colonized one planet and had to capture two planets. [img]http://i222.photobucket.com/albums/dd95/pdesrivieres/Zero%20Year%20Club/Victory-May15.jpg[/img] In this game I was not able to place any spies on the Thalan planets. Was this a bug or do you need to research Xeno Comm. and Universal Translator?
[quote]There is zero copy protection on our retail discs, and those are what they'd be archiving.[/quote] What Stardock places on the retail discs and the game after all the many free updates and paid expansions can differ greatly. GalCiv II ToA 1.96 is far different from GalCiv II DL 1.0. Did DA or ToA ever get released on retail CDs? The many free download updates that require authentication is Stardock's method to encourage users to purchase the game rather than download a stolen copy
In the Civilization Manager Colonies screens (images #1 and #3) you will see that Sander V and Weber III are building Research Academies with build completion times of 5 and 4 weeks respectfully. When you go to each planet's Colony Management window (images #2 and #4) you see they will both complete in 1 turn. I clicked on the BUY tab to show you how cheaply they could be purchased. Generally if X social units are needed to complete the build it will require about 10X bc to purchase, so
Often the time reported to complete a planetary improvement in the Civilization Manager Colonies window is greater than the true time to complete. The images are from GalCiv II ToA 1.96 but this bug this been around a long time; I think all the way back to the original release of GalCiv II DL. Take a look at the times for Sander V and Weber III. <a href="http://i222.photobucket.com/albums/dd95/pdesrivieres/GalCiv%20II%20Civilization%20Manager%20Colonies%20Bug/CivMgrColonies1
The all labs strategy is better suited to short games; where as, all factories is best suited to longer games. Wnydstar is an expert in the all labs strategy, here are a few of his suicide victories: [link="https://forums.galciv2.com/172337"]Thoughts and analysis on TA as of beta 4[/link] [link="https://forums.galciv2.com/150051"]Altarian Rebellion AAR[/link] For an example of a suicide all factories victory you may look at my own AAR: [link="https://forums.galciv2.
Consider how SSL/TLS is supported in IE 6 and Firefox 2 with the default settings. Firefox 2 by default enables SSLv3 and TLSv1 (I did not see any support for SSLv2) and stupid IE 6 by default enables SSLv2 (least secure) and SSLv3 but disables TLSv1 (most secure)! All the root CA certificates in IE 6 and Firefox 2 have at least 2048 bit RSA keys except for those from VeriSign (which have only 1024 bit RSA keys). VeriSign is also the braintrust that issued a Microsoft CA to a hacker th
It is easy for a human player to defend his/her planets using nearby defensive fleets to intercept the [B]SLOW[/B] attacking AI fleets. If the AI began using [B]SLOW[/B] defensive fleets to protect its planets then I would add engines to my attack ships and transports to just go around them! Since the AI will never be a match for a skilled human player when it comes to tactics, the best thing would be for combat ships in orbit of a planet to auto-fleet (thus do away with the ne
It is easy for a human player to defend his/her planets using nearby defensive fleets to intercept the [B]SLOW[/B] attacking AI fleets. If the AI began using [B]SLOW[/B] defensive fleets to protect its planets then I would add engines to my attack ships and transports to just go around them! Since the AI will never be a match for a skilled human player when it comes to tactics, the best thing would be for combat ships in orbit of a planet to auto-fleet (thus do away with the ne
[quote]but it does preclude you from conquering every one since the game ends when you control 75 percent of the map. (for ten turns I think)[/quote] Actually, you need to have your influence cover at least 75% of the map and have 10 turns of peace. If you want to prevent the Influence Victory then declare war on someone. An Influence Victory scores far less than a Military Victory.
Sounds like someone was up very late playing SoaSE! ;-)
I added 2008/06/03 Thalans@ToA@Masochistic@MediumMap , 2008/05/30 Odyssey into Hell , 2008/05/25 First Try at ToA: The Terrans , 2008/05/24 UP Counsel Information , 2008/05/21 Emerging from the depths of space... , 2008/0
[quote]Either would be a "bug", it's just a question of whether it's in the code itself, or the weightings in the formula.[/quote] If it were a problem with the inflation weights then then I think we would see a rapid but consistent increase. As I first reported in my May 2 post, [link="https://forums.galciv2.com/310649"]Research Cost Bug? - ToA v1.91[/link], I saw the research cost double after turn 2228-04-01. Thus this is more likely a bug in the code. May 2 I sent in a zip of my game
[quote]What do you mean "where social production isn't used".[/quote] Say you had your sliders at 30% military, 30% social, and 40% research. If on one planet you were building on some square plus a ship but on another you were only building a ship, then the planet not building an improvement the used social is transferred to military production. On such settings clicking the focus buttons for military, social, or research would also greatly impact resource allocation. In your case since yo
I reported the sudden doubling of my research cost as a possible bug back on May 2 but no one responded. (:( [link="https://forums.galciv2.com/310649"]Research Cost Bug? - ToA v1.91[/link] I sent in a zip of the saved game just before and after the doubling to Cari Begle ; [email protected] on May 2. btw. I was playing as the Yor without any research bonus.