Safari Joe

Safari Joe

Joined Member # 2365177
0 Posts 2 Replies 164 Reputation

I like their type of humor as well as almost all low brow humor. I think its more of an age thing as most of their viewers tend to be in their 20's or younger. Probably more like mid 20's to early 30's (the average age of a gamer these days). They make no excuses for their crude humor, but they know

16 Replies 18,464 Views

and the beautiful combat rendering of GC2 with MOO3's map-based tactical combat? Synopsis of tactical combat in MOO3: build only missile frigates with a couple sensor heavy ships detect enemy first fire off every single missile immediately flee if enemy is not destroyed (after the major patch the AI would do this too,

31 Replies 34,868 Views

Does having a colony ship in orbit actually stop you from being able to just land a troop transport? Yes, but of course having any ship with any kind of weapon can clear them out quickly. It might be interesting if you loaded a saved game of that match to determine if indeed they had any weapons techs.

8 Replies 6,876 Views

* configurable autosave - can elect to save every turn, every other turn, or whatnot. losing 4 hours (but only 6 turns, so no autosave) is not fun This is already in the game in the options menu, its a slider. <TD class="mb-Body-Quote-

223 Replies 120,831 Views

There is some thought to reworking social production so it gets diverted to military production and refunded if no military projects are present. But as of right now its waste if your not building anything.......the manual is wrong.

5 Replies 3,367 Views

I see all those offensive/defensive modules available on economy/influence/mining bases as well The modules you see for econ/influence/mining starbases are for starbase self-defense and don't affect ships (military starbases can have the same self-defense modules), only the military starbases can hav

25 Replies 25,542 Views

Buy and send out colony ships regardless of whether or not you know habitable planets are around, careful with farms since they decrease your approval. Make a nice big planet your econ world, buy a couple factories to give it a head start, a couple farms, some entertanment centers, an econ capital and everything else market centers. Same basic premise for building production worlds (factories in place of market centers, no farms at all and a manu capital instead of an econ) except you may want

12 Replies 7,646 Views

You have to have a close relationship with a race before alliances becomes available in the trade window.

2 Replies 3,725 Views

No nuking from orbit, either take a planet with transports or through influence. I guess its a balance issue, but on the bright side in a planetary invasion your exterminating every former inhabitant.

13 Replies 14,322 Views

Technologies do not automatically apply to your ships, while sometimes having the right technologies unlocks stock ship designs these are mostly garbage. Create your own ship designs (takes about 10 seconds if you don't care how it looks) and toss on the new parts unlocked by the new techs (weapons, engines, defenses etc). Upgrading your current ships can change them into any of your current designs in the same hull class. There is a tutor

1 Replies 3,982 Views

But it doesnt defend your planets like Starbases in MOO2 did, so invading fleets can fly around them to invade your planet Military starbases improve the attack and defense values of all fighting ships in its area of effect (which can be see by clicking on it) this means fighting an enemy fleet anywhere in this area gives your fleet a massive

25 Replies 25,542 Views

So when you try to load your old save it crashes right? This happened to me before, try loading an autosave from the same match then loading your latest save (it worked when I tried it). Also calm down, do you want help or just to whine.

31 Replies 20,136 Views

Well I don't really understand what your trying to say with the last "bug" since as it was mentioned before starbases can't be captured and the first bug is not something i care even a little about since there are a number of ways to listen to music and play galciv2. But the second bug is certainly reproducable and i guess could be annoying I had never noticed it before. I think billy bob is just irritated with all the drama queens (not say

19 Replies 19,415 Views

You know you can turn influence victories off, so you'll have more time to win by conquest since as soon as you control enough of the map the influence victory timer starts. It sounds like your not so much winning a true influence victory but failing to win a conquest fast enough. As for the AI being weak against influence....hardly (at least at harder difficulties), I've had a few games where the AI wore me down with influence and proxy wars even though i was way ahead in research a

11 Replies 10,314 Views

The coloured area are not your borders, it is your area of influence. Going for an influence victory entails spreading that area to encopass enemy worlds and converting them to your side without invasion. Technically the only borders you have are the parsecs your planets occupy.

3 Replies 2,771 Views

MrOwl what was the name of this weapon, there are some powerful weapons that become available at certain tech levels if your an evil civ that are way above the other weapons at that current tech level. The Nano Ripper also comes to mind (which is 8 dmg), which is a mass driver weapon that becomes available to any civ with the tech "singularity driver 4".

12 Replies 13,599 Views