Here ya go: Used Irfanview. http://www.irfanview.com
mikeswi
@ eravenheart Pick an ethical alignment and then build "Harmoney Crystals" somewhere. Picking "Neutral" provides its own morale boost. Research all the morale techs and build the trade goods that come with them. Also research Xeno Cultural Trends to get "Frictionless Clothing". Having higher morale as a racial ability doesn't hurt either and it's worth the points. Do all of that and you shouldn't have too much morale trouble.
If you are playing dread lords on parade game then do not build any military ships until you can build damn good ones, fast, good attack and defence. The reason is that the DL can kill off anything you build early on and they can sniff out your ships or starbases across the map, so it is a waste. A small fleet of fighters (5 lasers each) can k
It would help if someone would at least explain the reason for the range cap and give us the exact number. I can't see any logical reason for it. It's a pain in the ass for me, because I play gigantic maps almost exclusively. I can have an empire stretching halfway across the map and still not be able to reach everything.
I wouldn't pick good just for the extra defenses. You can get the same (or better) bonuses by fully mining 1 or 2 military resources.
The nano ripper does suck if you're already at the end of a weapon tech line. The reason it's so nice is that it appears near the beginning of the mass driver tech line and you can start using it very early in the game. You have to get to photon torps or nearly to disruptors to get an equally powerful weapon (unless you're evil). You have to go almost to the end of the mass driver tech line to get another mass driver of equal power. Research it early and you will pwnz0r the AI for a n
He's right. It does exactly what he says. Every civ will have intelligence equal to the highest intelligence you set any other civ to. It ignores your individual settings. I thought it was supposed to do that, so I never reported it as a bug.
The POINT of a "beta" release is for people to report errors. That is a highly annoying bug. If it's not been fixed, they need that to be reported.
I noticed something odd. I got into a planet flipping domino effect last night and ended up winning by influence. Every time a planet flipped, the buildings started to upgrade but they didn't show in the build queue. Several turns later, I would get informed that the last improvement is complete, but I had no idea anything was being upgraded.
#2 -- My Econ capital goes on Earth. Therefore my population should stay on Earth. It's more lucrative to wait until you find a very high PQ planet to build an economic capital. Fill a class 30 with farms, eco capital and stock markets and it'll make a trillion or more credits per turn later in the game. You can't do that on the homeworld, beca
No, they act the same way they do in "Dread Lords on Parade", except that you can pick which race you want to play as and the game doesn't end when someone kills them off. However, they will appear from the very beginning, not at some point later in the game. I think that would require some recoding, not modding. Hmm..... Then again....... I wonder if they could be added to the raceconfig.xml file and appear as a minor race mid-game like the Vegans, Paridians, etc......<br
That is really annoying isn't it? Look at it this way - it lets you know where there's an enemy ship to kill.
I've found it really doesn't matter how many troops are involved, unless the target planet has an enormous population. Even on "tough", the AI usually extremely crappy soldiering skills for nearly the whole game - even the evil races. Unless someone declares war on me early and comes at me with a bunch of transports, I almost never invade anyone before I've researched Shock Troops and built Tir Quan somewhere. My army is basically a steamroller. Normally, I'd find this to be cheesy, b
Find this file: C:\Program Files\Stardock\TotalGaming\GalCiv2\Data\English\ScenariosDread Lords on parade.gc2scenario Copy the entire file and paste it into a text editor, then save it as anyfilename.gc2scenario. Save it to the mods/scenario folder (not sure where that is now that they've changed it all around in the new beta). Find this line: PlayerRace=0 That number determines which race you play as. You can find which number corresponds to which race here
1. actually... if you want them to surrender to you just load up on the previous turn and reend the turn... they surrender to a different empire every time, after a couple of time of performing that they will surrender to you. Cheeeeeeeeeeeeeeese <TABLE cellpadding=8 width="95%" align=center bgColor=#FFF394 class="mb-Body-Quote-Tabl
It's out, if you're talking about the save/reload bug. 1.2.011 (beta 2) fixes it.
Two things that I've noticed for a long time and never thought to report them 1) If you demand tribute and they say no, then click the "send" button again, the game acts as if they paid the extortion but nothing actually happened. Your relations with that civ suffers for it. If you come back later, that civ acts as if they've already paid you tribute previously. 2) If you have an interstellar government and trade "attack %civ%" to someone else, you can declare war on somebo
If your relations are neutral, cool, wary or hostile with that civ, you can "trade" a declaration of war, as if you were giving a gift to someone (or even sell it, who knows?). It even gets you around having to wait for the senate to declare war (if you have an advanced government). You can't do that if your relations are positive. However, you can demand gifts of the target civ a few times. Eventually that'll lower your relations.
No, you're absolutely right. I guess I was lucky at first, but that bug definitely is still there.
I completely agree that you should be able to demand that bases/ships be removed from around your planets. They make a big deal of the fact that "the AI plays the same game as the user". Not in this case. If I park a dreadnought next to somebody's homeworld, they're gonna yell about it. I can't do the same. I'd just be happy if parking transports next to my homeworld, which is surrounded by other people's bases, didn't trigger a declaration of war. That sort of reaction absolutely rui
Very true. It is lame to reload because something went badly. But.... I still do it in one case - when the UP decides to destroy everybody's economy by forcing them to go back to being an empire, after I've become a democracy or federation. That's assuming I can't afford to simply leave the UP and lose the trade routes. I hate that event with a passion. In any other situation, I'll growl about it but I won't try to redo it.
It's a bug. One of the devs posted elsewhere that they're looking at it, but it has a low priority.
Cheats still work as long as you don't reload any save files. Once you do reload, they will stop working.
By updated, you mean 1.2 beta? That was in the change log as "fixed". I've had that bug too, but I haven't seen it in 1.2.
why do you have to wipe out every last citizen? ... The remaining half would actually get conquered and become part of the invading civ Information warfare allows for unhappy inhabitants to join your invasion force, assuming the morale is low enough to make it worthwhile. <TABLE cellpadding=8 width="95%" align=center bgColor=#FFF394