[color="#00FF00"][quote]...Scouts, and intelligence in general, are invaluable. Having knowledge of the layout of the map allows me to send my task force(s) to the best targets for expansion right away, in other words, I get to plan my optimal route of expansion. The difference between jumping to a lightly defended planet instead of a heavily defended one of the same type is simply huge in the beginning of the game. Furthermore, scouts reveals the neutral extractors, which you'll want to get to
antracer
[color="#00FF00"] It only takes one R.I.F. participant to spoil the forum... R-reading I-is F-for everybody else. T[/color]
[color="#00FF00"][I]Vanechka[/I]...Scouts? Why? Kol is the best scout. You've wasted time and materials and cash on three ships I never build. I know what's on the other side of the phase lane... It's a planet and ships. The only time it gets a little hairy is if you happen to be next store to the pirates, which happened one time, and was not an issue... I just made a louie and jumped out... (I play all random maps BTW...) As for getting a trade route going, as TEC it's a second level
[color="#00FF00"]I have to say as TEC, I used to use the Akkan as the first Cap, but not any more. I now build the Kol, a colony frigate and then some cannon fodder to support the Kol. I can usually have 2 to 3 planets cleared by the time the I'm colonizing the first, so I can then cherry pick the best of them and have functioning planets while I get the civic research going on the ice and volcanic worlds techs. If I get an ice and a volcanic as my nearest planets,
[color="#00FF00"]HOW TO MOD IN ONE EASY STEP: Step 1: -At the top of this page, locate the "downloads" button and click it. -When you get to the other side of the link, scroll down the page till you see "Forge Tools Beta". Download this. -Download the "Modding Documentation". This has the instructions to do what you are wanting to do concerning renaming/reworking a faction. It is VERY self explanatory... -Download the "Reference Data for v1.04". These are the fi
[color="#00FF00"] GalCiv 2 is a bit hollow... Once you get going with it, there really aren't any surprises. This faction will hate you, ths one will like you. With the release of the Twighlight of the Arnor expansion it's changing alot. Not only do the races get their own tech trees making each one play entirely different (for a while...), they are also supposed to release some modding tools, which will open up the game and allow players to make it a little deeper. The best part is the ship d
[quote]I'm very serious. Sorry, but I just don't have a damned clue of what's going on about 90% of the time. Guess I'm just dumb. [/quote] [color="#98FB98"]Or just a little overwhelmed... There's alot to look at and keep track of, and it can seem a bit over the top. In addition to reply #4, which has some helpful bits: 1- I never build scout ships, not until later when I'm searching out enemy fleets. Maybe it's just me, but there's not enough resistanc
[quote] [I]Thank the Lords of Kobol Oo.[/I] [I]PLEASE PLEASE GOD PLEASE. ALLOW US TO CHOOSE STARTING POSITIONS.[/I] [/quote] [color="#98FB98"]Does the rest of your fleet know you pray to the "one true god"? I'm sure they'd be interested to know this, and wonder if perhaps you are the last of the 12??? ;) Nice thread BTW... It's nice to see a clear, concise DIFFERENT point of view. T[/color]
[color="#98FB98"] There is an issue with GalForge. It is not documented because no one has been able to explain or document how or why it happens. I have posted twice about it and received only the completely unhelpful "change the version number to 1" response. Even I have been unsuccessful in duplicating the "non appearing map" issue. This is what I know so far, maybe it will help you... -IF you change number of players, ie from 10 to 3, SOMETIMES the map gets corrupted
[quote]Umm... how is it that a capital ship moves faster than a light frigate? o.O[/quote] [color="#98FB98"] More guys to row the oars... T [/color]
[color="#98FB98"] I'll add a vote for Mines... Completely slipped my mind when I was typing before. Would be very cool to lay them out at phase lanes, just far enough off to let your ships through. Being able to then have layers/sweepers/detonators on the tech tree and as ships would make for a quick add-on that works nicely. I'd have a toggle for it though, some people would rather not fiddle with it. I'll add a vote for diplomacy too, but will not hold my breath for it. It's not
[quote]TThat's semantic. Winning is beating all the other players. If you want to go about on some moral quest to redefine it as fair play that's great, but his point is valid.[/quote] [color="#98FB98"] There's more to winning than just beating all other players. I would ask you to compare your last victories... The one where you stomped and had 100 ships left, and the one where you had a rag tag force left barely hanging on. Two totally different dramatic levels... Two totally dif
[quote]Mmmm... just reading back to your question: "they don't spawn...what am I missing?", I forgot to add that the Militia force HAS to be the owner of a planet. You can't have a neutral planet with defences, it must be owned by the militia.[/quote] [color="#98FB98"] That's what I was trying to remember... And exactly the truth of it. Thanks Uzii! [/color]
[color="#98FB98"]I actually went back and "viewed source"... It was rather unnecessary... I use Firefox also, but it didn't show up for me highlighted... Odd. T[/color]
[I]I speak for the whole I and everyone else.[/I] [color="#98FB98"] Except me... I don't even speak for me... so good luck to you for trying to do it. And the Whole I. He doesn't speak at all. In fact, most of what he emits isn't fit for speaking about... or for eating... or sculpting space ponies out of. Oh, and you forgot one: more time to play. T [/color]
[color="#FFC0CB"] Silly Humans... I have found the path to true victory! I start the game, and at the moment it looks like I am doomed...(usually about 5 minutes in...) I quickly push the all powerful "on-off" button on my computer box thingy... NO ONE KNOWS whether I have won or lost. I can claim anything I wish... Then I rush into the other room where I unpause the DVD and watch Battlestar Galactica... Vistory IS MINE! And the popcorn too. The popcorn is mine! HA HA HAH HAH HAHAHAHAHH
[color="#98FB98"] If anything, the AI is too predictable. It rarely builds the right ships for the situation, and rarely, if ever uses them correctly. About the only thing it does well is retreat quickly when it's out gunned. The AI needs to get out of the "I built me a Capital Ship, and now I'm OK to rule the Galaxy" mentality. It needs to stop spamming single units, especially 2nd Gen heavy frigates. I had a game where the the AI had 2 CapShips, A couple frigates and a boa
[color="#98FB98"] There are alot of good things here... My own "pet" projects... -Planetary Defense: You can't protect every planet, but you should have the ability to build at least 2 or 3 serious defensive locations. Should be Tech enabled, and cost ALOT, not only to build but to maintain. Choose these locations carefully. If your enemy gets behind your lines you may end up without the resources or cash to keep them. -Fleet Battles: An option that allows you to go
[color="#98FB98"] I think it's time for Ironclad and Stardock to release the most visionary, new fangled and relevant expansion pack ever... It's two... two... two expansions in one. Sins MP- tweaks and balance to the multi-player on-line gaming experience. Enhanced game set-up options that can be agreed upon at game start allowing for equal playing fields for all players... Number of resources, types of planets, cap ship limits, spam ship limits... even the ability to nerf an
[quote]I use trainers because I enjoy winning. I max my crystal, metal and credits, get instant upgrades, and an insane cap on my planet structures. I still play 10 hour games, because once I have a safe defense established I get to take my time dismantling the enemy.[/quote] [color="#98FB98"] You aren't winning though... You're creating a situation with a trainer that gives you the illusion you've won, but you haven't won anything. It's like saying the chimp pushed the butto
[quote]You can find all this stuff in GalaxyForge, plus it's far easier to work with.A template is a predetermined set of units that can spawn at a planet. The units can be neutral, pirate, or owned by a player(not sure about neutral race). You can choose to have units spawn based on a percentage chance, based on the identity of its owner, or the owner's race.A planet may have many templates, allowing you to build a system like a series of puzzle pieces to your liking. Or you can have a single
[color="#98FB98"] IIRC, I was doing a map in GalForge a bit back... In the templates you could assign to a planet were a couple that had the planet actually settled by the neutrals, planetary defenses and all. I also know through poking around these templates are editable, making addition of weapon platforms or fighter bays possible. I know for a fact it was quite a surprise when I popped into the system I had assigned the template to with my begin game little fleet and was gr
[color="#98FB98"] There is a section in the create a galaxy (with notepad) tutorial that deals with the Z axis, and it's the only reference to it I have seen. I'd recommend a read through just for the background, it helps you see how GalForge uses it's data. Connecting Star Systems is done with wormholes, I believe. There are other posts about this that go into pretty good detail including how to set them up. T [/color]
[color="#98FB98"]For the TEC Carrier: Open in notepad, hit the keys "ctrl" and "H", and type in "CommandPoints"... It will take you to this line: (Manually, it's down a ways past the sound ID's.) [color="#FFFACD"]CommandPoints StartValue 2.000000 ValueIncreasePerLevel 0.500000[/color] Change the StartValue to the number of craft the unit starts with. The Value increase per level is kindof obvious, but is the number of ships you get each level up you go. I played arou
[color="#98FB98"]What about the frigates that have anti-matter... they all seem at some point to have a "special" ability. While not necessarily making a Capital Ship, would it be possible to take a CS ability or weapon that is anti-matter dependent and bring it into the frigate? As an obvious example, and one I wouldn't want to do: The colony Frigate for the TEC. Instead of having the colony ability, could it have the targeting or restore shields ability? Or, a Gauss Gun add on to giv