My understanding is that they always spawn this way but with pretty much every tech in the game given to them though. A few turns and they will have Huge hulled ships with Black Hole guns on them. So yeah, take them out when they show up and not so much a problem, but leave them be for a little bit and they will keel joo with bullets.
Kallik
I've had this happen recently where I was in an influence boom which also put me in the final stages of an influence win. Peacekeepers came out (Drengin opened the way for them appearantly), and declared war on everyone but me, since I had no armed ships in anyone's influence areas. A couple turns later there were no armed ships outside their own areas, and I was able to also get an alliance with the Peacekeepers. The problem with this event, IMO, is that since I got the allia
Yes, I am bummed that I didn't get the beta earlier to make this suggestion. On the topic of Docking ships, I agree, it might be nice to have a Cantina module or something for Influence bases for some benefit to the ship. Maybe just a morale bonus for ships in range, instead of needing to dock it? I dunno. I'd think that the coding is a whole lot easier if they only have to give options to Transports for docking/invading, and any ship with weapons to "Destory Defenses Only" or "Oblit
Thanks for the official response. (They totally should though! )
Very well written and suspenseful. Nice to see a story of defeat and the concept of a leader's point of view. Fun to consdier this is all about a single play of a video game.
I agree, I like Mega Events, but they have to be a little more moderated to prevent them from being game-ending. My major issue is that it seems the Mega Events are slanted more towards Conquest Victory build up than any other victory condition, and in contrast that Diplomatic victory seems a much more viable option due to so much more racial cooperation in DA. I'd like to see that evened out a bit more with the 3 aforementinoed Mega Events toned down a little bit and the Plague issue
If the AI actually tried to win the game, it would not be possible to win influence victories as is. You can't win an influence victory if you were at war, something that the AI can easily declare at the very last turn. They might do this, even if it were only were to delay your eventually victory. Good point, but my thinking wasn't so much that
I like the idea, but seems more suited to an RPG than a strategy game, but then again, I love RPG's almost as much as I love a good strat game. Also seems like a lot of work for something that many might consider distracting. I mean, you're really talking about a whole new element to the game. It would require a certain amount of trust in the race asking the favors and allowances by other races so you could complete the mission (or their interests in preventing the completion). <br
so, the first question is what do you think? and the second question is, Is this something you think you might use (either in defense or offense)?
I had been thinking a while ago how cool it would be if we could take over starbases with troop transports. I don't know if something like this could be done with modding (cause I'm not a modder), but it seems that it would be a patch/expansion intricate concept moreso. Anyway, the thought goes like this: Starbase Garrison tech in the soldiering tech tree, as an offshoot like the Planetary Defense techs. Tech 1 Starbase Garrison , allows Security Office Starbase
I thought that I had read somewhere that starbases could now turn on you as a result of influence, like planets. I see that mining bases do this, but can this also occur to starbases where your influence gets overshadowed by another race? Personally, I was very much looking forward to this situation and thought it was a neat turn of events to counter the influence starbases themselves, but also as another use for them too. Is this accurate, and if not, any hope of it b
I would like the Treaties to be breakable also, aside from war or death. Both options seem a little extreme.
Funny, I actually think that Super Adapter is quite useful. It lets you get planets that others can't get early on, and it's a very expensive tech. I've found that when you are finished gobbling up all the aquatic and toxic planets, or that others have, trading these techs still has significant value. Trading them for Barren and High G colonization techs also tends to help a lot, especially if you are controlling the trade. Park a Colonizer near one of these worlds
Another point regarding Mega Events in this thread regarding the plague that might help balance the Diplomatic v. Conquest vic conditions for these events (and my subsequent post): https://forums.galciv2.com/?aid=138684#1092819 I haven't seen the plague yet, but I like the ideas of the original poster (modified to 50% colonies, instead of races). I like
I haven't seen the plague yet, but I like the ideas of the original poster (modified to 50% colonies, instead of races). I like the damage over time issue, increased cost, plague invasion option (biological warfare), and particularly the invasion deterrent, but mostly the trade factors. Trade heavily effects diplomacy vic conditions, as should this event. The plague should cause others to drop significantly in their viewing of the races who have it- maybe something like a certain amou
Another point here is that while Mega Events should be hugely game altering, I don't think they should be game-killing. In games with Uber Pirates, Dread Lords, and/or Jagged Knives, it seems that if it doesn't kill the game outright, it complete obliterates the Conquest option for the player. Maybe just my personal experience, but the game seems to definately favour the Diplomatic route now by a signifcant margin. What say you all?
I agree with most posts here. I REALLY don't like the changes to the Espionage system, for basically all the reasons listed above. 1- too hard to get basic info about other reaces. 2- no way to get info without taking 'aggressive' action of using a spy on their stuff 3- takes too long to get spies 4- because of how long it takes to get spies, takes too long to get opposition info 5- because of how long it takes to get spies, is overly difficult to counter-espion
I've found that the personalities seem to be much more variable than is suggested here. While the personalities mentioned above are accurate, the Race assignment may or may not be. I've had games where the Torians turtle and tech, and the Alterans warmonger. Korx and Iconians have had incredibly variable strategies from influence and wonders to warmongering. What I'm trying to say is that it seems more like the races have a preset aptitude for a certain personality (call
I'm finding a couple problems with the concept of Galactic Events working specifically to "upset the balance of power." The main issue here seems to be that the computer races can't win, so they don't seem to work to win. I've won through Tech, Influence, Diplomacy, and Conquest, yet it is always the build up to Conquest that causes the most destructive events to occur (like uber pirates and Dread Lords to come kick your butt). It seems that these events are skewed to preven
I pre-Ordered the game from GoGamer.com..Will I be able to download the game?