But the engine has nothing to do with the distance does it? I thought it was just the support module type? sorry, I didn't specify. I take some of the support modules off, which reduces range (but I don't need the range anymore anyway). I leave the engines on for speed so I can maintain initiative when being invaded...or even when a more impo
Skelton42
I ordered the game online as well and received two emails. One was a thank you...it made it through the spam filters without a problem. The other email had the serial number in it and that is the one that was held up by the spam filters. It took a few minutes of searching before I thought to check. Don't know if that's what happened to you, but just a thought.
1) Colony ships and constructor ships are used up in the colonization/construction process. Colony ships provide the base material for the original colony and constructors also provide the base material for their projects. 2) Setting the build queue and leaving things alone works well, but as the others have said, you should check in from time to time. Especially after you've researched soil and habitat improvements. 3) What t
Well, that would raise a question: how does it end? wall-like? If so, what's behind that wall? It ends with the "great white handkercheif"
Exactly. I had to build an invasion fleet with 6.5 range to get to the target, but now I've several planets "over there" and I have been able to knock the range down to 2.5. My personal style is to still keep the engines on because I like the flexibility having that extra speed gives when responding to threats,etc.
It would turn ship building and combat into Star Fleet Battles (board game), or Star Fleet Command (PC game), where each add-on not only takes up a certain amount of space, but also uses a certain amount of finite energy supplied by your warp drive, impulse engines and batteries. I like those games, but there's no need to turn GC2 into a SFB look alike.
A rather interesting glitch: I actually decided to try upgrading an entire class of ship. Designed the new ship by selecting the old one in spacedock and the upgrade button. When finished, saved with a different name and description. Now, when any of the ships are orbiting a planet they display the correct name. If they are moving they display the old name, but new stats and if I use the ship list, they are all listed under the old name in the s
However, I have read in these forums that short routes can become insanely profitable by using overlapping economic starbases.
I'm just being curious... since the Metaverse is supposed to be mod free, is there a chance a future update would incorporate some of Kryo's ship design mod (ie: the null hull that allows ship design with jewelry only)? I've read that one could simply copy their ship mods over the Metaverse files, but was wondering if a more "above board" solution would be available in the future? EDIT: Was supposed to
When the beta gets released, you'll see it there But the Journal ( Link ) said THIS WEEK! It's already Wednesday, doesn't that mean now??!! <img src="http://images.stardock.com/gc2/T_DL/smiles/Wink.gif" border=0 ALIGN="absmid
Noticed something else in my current game (Normal intelligence): I've progressed from a foothold in Torian territory to invading their inner areas. Along the way I've received several advanced weapon technologies. However, all of their ships have much lower tech weapons on them. The Torian economy is/was better than mine, though they have been involved in a few wars, where I haven't, but I still find it difficult to understand why none of
My first couple games I played on smaller maps and sub-normal intelligence settings to try and learn how to play the game. Influence really wasn't an issue. Now that I've moved up to a gigantic map and normal intelligence, I'm actually getting a better idea of how influence works. For instance, early game I dominated the influence ratings, but had to stop my planet grabbing because I still haven't figured out stable economics. As my neare
I'm on my third game, making the jump to a gigantic map. There's still a number of things I'm learning about the game and I was probably within a year of being absorbed into the Arcean sprawl before I retooled my factories to start producing mass quantities of ships. I mention this because on the larger maps, there isn't a single stock/core ship that is useful at any distance from your area of control. Sometimes your nearest neighbor is to
Just a thought... I've reduced engines before, but I'm not sure how small you can reduce them. Is it possible to reduce them to the point they are barely noticeable?
One thing I find interesting about the Yor... in a game I'm playing now, the Arceans control more than half the galazy and the Yor control the smallest territory. However, the Yor still out populate the Arceans. Otherwise, I don't see anything special about them. The Arceans have actually taken 4 Yor planets by cultural conquest. I simply don't see a problem with the Yor.
I don't think the effect of economic starbases are accumulative. I say this because I had several in a row to maximize my trade income and when I hit my logistic limit and had to decom one, I actually saw an increase in trade income, not a decrease.
Increase your speed so you can attack first. Defenses help greatly if there's more than one turn to a battle, but many battles will only last one turn if you attack first. I beat a pirate dreadnought and two other pirate ships with 3 medium hull ships. The catch? I also had defense on them. Find the combat simulator in the forum. An equal size fleet with half the attack rating will almost always beat the other fleet if they have app
Can you upgrade all of the ships at the same time, or does it have to be for each individual ship? You don't want to go there. Yes, you can upgrade every ship in its class at the same time. However...I wanted to put on newer engines and weapons (about 80c of upgrades) on the ships. The upgrade con
d/l game Friday night, so am playing the updated version. 3rd game, now playing a normal difficulty game on a gigantic map w/6 other races. I made long range scouts to scout out my attack area on the other side of the galaxy (literally corner to corner). I noticed the AI (Torian) had several systems with multiple 10+ planets (no wonder they didn't need to expand!) and started building an attack fleet w/transports to handle the population.
It wasn't until the end of my second game that I noticed that stupid button! Arrrgh!! This does bring up a question though... Economic starbases can give you bonuses to your trade routes. I've read in these forums that it is a stackable bonus. It might not be. I went crazy with the things, but never actually checked the numbers (I li
Unable to see Race color on mini-map, or main screen. Playing a custom race on a gigantic map with 8 AI players: I tried to find a color that would be visible, yet distinguishable from the other races. I chose the light purple (darker purple is the Yor). The ship action labels (auto survey, etc) are as faint as trade route lines, same for the influence lines and anything on the mini-map. This would be a simple fix unworthy of
OK. you've just created the same post twice, only in this one you are crying like a two year old that didn't get a lolipop. Yelling gets you ignored.
There threads ad nauseum on tactical combat and why it is not and will probably (i say probably because ultimately all things are possible) never be part of this game. Made me go and search for the topic. Can't say I feel bad for not knowing about topics that closed 24 and 65 days ago. In
in the current way its like playing basketball, soccer or something else and everybody on the field is running for the ball - no real tactic Dude, it's the beginning of March Madness and you say there's no real tactic to basketball???!!! If you'd mentioned soccer for 5 year olds I'd agree with you, b
Are you telling that the richer (the one who can produce more ship and have researched more thing) should always crush the poorer? In the current combat system....yes, every time.