... because you don't want to pay maintenance on that old piece of junk, and scrapping it is just not enough to make up for just buying a new ship (upgrading IS cheapter than buying the brand new one).
Kalin
Neutrality Learning Centers is not in the 1.0x version. It has been added in however, and will be in the 1.1 version when it is released.
I made an upgraded starport that gives fleeting abilities, and then commented out the entry for the Orbital Fleet Manager. Basically it made all planets have the ability to fleet ships in orbit together. It was a simple little mod. I hadnt thought about making an upgraded starport. Thats a really good idea. Maybe a bonus to ship defense or attack or something th
No, what these guys are reporting as "unprotected" transports is in fact, what happens when the AI make a transports, loads it up, and fly it to the waypoint. The AI is programmed to do this to fleet ships together. Only when they actually arrive at the waypoint and fleet with their escorts do they become guarded. So, of course, when it's still fleeting, it will be unprotected. If you're running around in their backyard causing all kinds of havoc with fast ships, that's just a strategy that the
@fsk+ Make your starport an upgrade of the old starport, it will auto-upgrade/replace the old one completely.
Yeah, you can't upgrade it to something else, but you CAN upgrade it to something that it is suppose to upgrade to (IE: the next level up). If you don't believe me, make the Basic Factory undestructable, and go research xeno-factory construction. You will be able to upgrade to factories. The only reason I mentioned this is in my last post is because the AI considered the starport a soil enhancement anyways, so I'm pretty sure it would be able to upgrad
... Or you could just fire up the "Battle of the Gods" scenario and have all the tech already researched for you....
People hate races differently depending on what version of the game they play and their galaxy setting. Certain races are a lot better playing certain settings than others, and the various AI and gameplay tweaks in the betas have made them alot different from 1.0x. Me? I play large abundant galaxies in the latest beta, so the Torians breed like rabbits and have to be killed really quickly or their influence will take over the galaxy.
Yeah, the new changes to the AI have made the incredible AI insane. I really think they need to rework how much bonuses the AI gets for the last three difficulty levels now more than ever. Like Masochistic AI will get 150% bonuses, Obsene AI will get 175% bonuses, and Suicidal AI will get 200% bonuses like normal. I mean, this pattern just seems so natural to me (especially since genius is at 125%), I keep having to wonder why the heck Masochistic and Suicial AI are exactly the same. Is this rea
Browsing through a thread with several hundred replies is a rather painful experience, especially when most of it is people commenting on ships rather than posting their own. Of course, I want people to be able to post comments to ships they like for feedback, but the way it is implemented makes the thread horrible. I can't really blame stardock for the make shift method, because they never expected the ship designer to be so popular, but I would definitely like a ship showroom area added to the
The only reason I can think of is that it might have been done so that they could test the multiple starports being built problem (to reproduce it easier?). Although being indestructable doesn't mean un-upgradable, so I have no clue. In anycase, since the patch mentioned that they fixed that particular problem, I'm guessing they just forgot to take it out afterwards. I wouldn't expect it to stay that way in the final release version.
The size mod is different, so when you get to a huge ship, Tri-Strontium Armor II will be smaller.
In a huge abundant galaxy, the torians will own, there's no doubt about it. Unless I was there to kill them first. Heck, they might get 75% influence just through the colonization phase if there were just the two of them.
Wow, another grammar post. Well, I suppose there are some points to your argument, but I say that by 22XX, that's how the english language has evolved. Put it this way, at least it didn't turn out to be l33tspeak.
Right now, from any 'official' sources, there is no such thing as a critical hit. The whole 0-max damage system pretty much replicated the miss, scrape, direct hit, critical (max), so there's no reason it should suddenly do 5 times it's maximum damage. I would definitely classify this as a bug unless a dev comes in here and start explaining it. But frankly, I don't see why this would be needed. IMO, they need to do some further explaination on the damage system, and allow us some way
You missed an "Intense Farming" entry, that only costs 10, and also produces 8 and is before Advance Farming (it requires xeno farming 2, while advance requires xeno farm 3). It is not in the same area as the other farms. You have to clean up your xml file if you want it nice. The other two farms (extended and ultra) requires xeno farming 4 and 5, which don't exist in the tech tree and is therefore not available in-game.
Hilarious, but I disagree with this one... -- Not only is the game bug free, but GalCiv2 actually fixed all the bugs in my other games as well! Thanks GalCiv! It should go: "Not only is GalCiv2 bugfree, but every other game has failed to start for me! (On a side note, this is probably
It depends on the galaxy setting. Brad generally plays on rare planets, so he doesn't have to worry about the colonization phase, hence he will jump into researching first so that he can get a military headstart. Afterall, there's no point building empty ships. So instead, he researches weaponry and planetary invasion quick so that he can catch one of the AI while they are preparing as his means of expansion. However, if you play a setting with abundant planets to colonize, your star
Have you updated to 1.0x? I believe that patch was suppose to fix the overheating with the throttling feature (don't turn this off in the option, it doesn't hurt performance).
The maximum population that your population will grow to is determined by the Planet Quality, for all the numbers go to: Link Even if you have more than enough food, a low population planet won't grow much more than that. However, you can ship people over via transport, and they will be okay.
The way the AI works, it will try to optimize, so you probably don't have to worry about adding new older buildings into the game. If it is useful, they will build it. However, if you're worried, set the AIValue tag for those buildings to zero, and it should be a lot less likely to build them. About the only AI problem *I* can think of is that by doing this, you are giving yourself an easier time if the AI isn't able to adapt to this particular strategy of planetary rebuilding. What
I believe the way it will work is that you will put a file in the "Mods\planetaryimprovement" folder named after your mod, like "mymod101.xml". Then you put files into the other folders as necessary named the same. The game will then check those folders and come up with a list of mods that you can use based on the file names. Then when you enter the game, you select the mod you want to use (will be part of the UI in the game set-up I think) and whateve
I wouldn't expect Stardock to release more starbases unless in an expansion, but I would certainly like it if they made it possible for you to mod it in so that each race could use a distinct style of ships/starbases, and the possibility for more than just 4 levels of "developement" for a starbase.
... wow. I'll admit I've never tried that, but frankly I don't think 5 turns at the beginning makes much of a difference because you can make up all those tech really quickly. Most of the starting game I'm focusing around 80% into military. I have to wonder though, just what difficulty and galaxy setting are you playing at, because wasteing money buying labs and on research you're sure to get out colonized (unless of course, there is nothing to be colo
Yes there is. At 40% Morale and less, population stop growing, and at 19% Morale and less, you start losing people on the planet each turn.