A missile would require a launcher of some form to cart it around and aim it at something that needs to be shot at, a mine is self contained A missile by definition is a projectile object. So any mine that propels itself must therefore also be a missile and not a mine. from m-w.com Mine: 3 : an encased explosive that is placed in the ground or in water
Tetrasodium
A missile would require a launcher of some form to cart it around and aim it at something that needs to be shot at, a mine is self contained. The "realism" argument of space being too big to place mines down doesn't hold much water given a ship can already block an area. A mine would just be cheaper and offer less functionality.
Spies came in handy for me at the end of a game. I was in a race for the technology victory with the Altarians. We were pretty much neck and neck, but then I put a couple of spies on some of their larger research facilities, and was able to pull ahead and get the win. I've found that they are more useful at slowing down your opponents rather than actually stealing info from them. very much agree. Something th
A warless game would be interesting, but I'm not sure the AI is set up for it at all. Sometimes I think the AI goes for war because it's the most straightforward - "i have more stuff than you, now I take what I want." I kind of managed to do it once with the krynn, only a couple small wars broke out while I slowly culture flipped everything. I got lucky and the plague event broke out early in the game s
And thats the only way I could see them being remotely useful... they'd need to have their own sensor systems and hyperdrives, making them fairly expensive as a great many would be needed in a sector in order to deal sufficient damage and remain relevant. Even then, wouldn't the ship they're attacking have a very good shot at destroying them, even if the huge challenge of detecting, intercepting, and then accurately guiding the explosive to a targe
- More diplomatic options: -- The ability to put your grattitude on the table. -- The ability to put a do this or I'll be unhappy with you on the table. -- The ability to make or request counter offers to trades you get offered and trades you offer the AI. - More complex treaty/alliance options than simply agreeing to declare war. Providing ships/tech/money in the event of an ally getting into a war should all be options. The ability to actually see where your fleet is
I kind of like the inhospitable planets but hate a couple things about them. It always seems like the inhospitable planets are incredibly high PQ, 11-15+ planet quality is not uncommon. It's incredibly frustrating to start the game on a big map with your choice of a 5-10 PQ6-8 worlds in settling range and another half dozen PQ11-15+ worlds that some AI will move into and start yelling at me for influencing the glowing rock of influence tiles they setup next to my homeworld. Logically
The enemy of my enemy is my friend. If you don't want to fignt XXX neighbor, then give some warships and cash to XXX's neighbor and help bankroll anyone fighting them .
An option to have the AI play all races for N rounds (selectable) at the start of a new universe. Sort of a random set it up and go make a sandwich accelerated start that works for all races instead of just human.
trade more and bribe more if you are getting attacked by the AI. Usually just sending one freighter off to everyone and then some extras to your immediate neighbors will help immensely with how likely they are to attack you. Give out (large) bribes of whatever you can afford every so often if your relations start dropping due to military nonexistance, that will usually give you enough time to build up enough of a fleet for them to ignore you a bit longer. It especially helps if you can brib
I think he is pointing out a potential bug, not asking for a feature. @OP, what version are you finding this in? Correct, this is in 1.1b3.
You are making a tech (possibly other things too), an example would be: [Culture ID="InterGov"] [DisplayName]Interstellar Governments[/DisplayName] [Cost]200[/Cost] [Description]Allows us to begin researching advanced types of governments.[/Description] [Details]Each culture has its own government system, and we want to research each government so we can learn and grow in our knowledge and understanding of other races. There ca
i'm also loving doctor who, but that's a different story. It gets better and better as it grows into the <beware
https://forums.galciv2.com/?ForumID=348&AID=110415 is a similar post from a few days ago with some stuff in it.
I was able to duplicate the problem, seems that it only works properly with ColonyModule for the name, anything else gives the yellow slider scale and no ability to load it
you can scale back on entertainment stuff as you get to the point where you can add stock markets (or whatever the top +economy building is) since they add +10% morale on top of the +economy. Also morale mining starbases are pretty awsome things to have.
I was thinking that perhaps we should put a condition in the "Culture Conquest" victory that says "If you've DEFEATED any race, or gone to war with more than half of the other races, then the culture victory will no longer be an option". This way, you have to focus on Cultural Comination, and not just stumble upon it as you invad
i immagine it would be one of the .x files in /galciv2/gfx/weapons if it's possible. Those seem to be the only thing dealing with the projectiles short of picking which one to use in the .xml file.
Having played the game on Beginner and then several games on Normal, the AI does pose a challenge. Quite good, really. I haven't looked for ways to "exploit" them, but having played the game in a rather straightforward manner, they find my weak points and play well. Actually, on Normal, when the monthly reports come out, I'm usua
approval is tied to popgrowth because it adds a sting to keeping your population somewhere between rioting and loaded up on Soma. There are actually bonus's at 100% and 75% I believe, but i'm not entirely certain if the 75% is popgrowth off the top of my head. Linking it to food production or similar would have the unfortunate effect of making it incredibly easy to populate a planet. It's pretty good being linked to approval <img src="http://images.
I usually go with the iconians and tech party, the +20 tech +20 tech the two gives generally lets me push way ahead in the tech tree and get more and more powerful the further ahead I get. A lot of the time I can make virtually invulnerable ships eventually.
Link Had the Snathi pop up and offer that to me in trade earlier, the add buttons do nothing but did change snarky's text from the image to "hmm..."
CTRL+L (assign all planets) starts all the planets with 100m people on it. The slow growth is a bit of a bother, but the major problem is that the AI seems to dig a gigantic hole for itself and wind up with 150-200+ bc/wk debts and then just grind to a halt with a couple dozen bc/wk income. This was on gigantic and could probably be easily fixed by starting those planets with 1b pop instead of 100m.
Speaking of funky support issues I'd like to take this moment to say that I hate HATE HATE most "anti-virus" programs. I think most, not all, but most of the anti-virus makers have lost their way and are more of a problem to the typical user than the virii are. One of my friends computers was soooo beefed up with ove
on the plus side, if it is ram... ram is dirt cheap compared to almost any other computer part that can improve your performance