Even when ship speeds aren't that high, cargo hulls tend to get loaded with engines by the AIs. The yor ability is a LIFESAVER on smaller maps when 8 move per week spore ships are sent your way. The amount of time you can spend colonizing depends a lot on your luck. If you totally luck out and get tons of money via surveying, you can run that deficit a long time. However, you need to keep your taxes low early on if you want to develop your tax base fast. I've never played a large map wh
Starstriker1
On the bottom row of buttons on the main game view, there's a button to access your shipyard. You can create new ships in there, upgrade old ones, or decommission designs you aren't using. Using custom ships is an absolute MUST in GalCiv 2. While the original game gave you a few premade types of ships (fighter, corvette, etc) the premade ships in GalCiv2 are completely useless. They typically use components that are far older than the newest tech you've researched, are suboptimally designed or o
There would need to be some kind of drawback to this, like the need to use your survey ship for the task, or taking up an entire turn with the colony ship in order to do the survey.
Incorrect: pulse cannons are mass driver weapons, not beams. Plasma cannons should be directly linked to lasers. You still found a bug, though!
As I understand it, the combat model in GalCiv 1 factored a ship's defensive capabilities into combat. In GalCiv 2, defenses are a PURELY defensive solution, which reduce damage (and are more effective versus the weapon type they are designed against). A ship with defenses but no weapons is completely useless in GalCiv2, since the attacks will eventually get through and the ship has no counter attack. A ship with no weapons can therefore not attack. As I understand it, there isn't much
The new fleet coordination modules really serve the purpose of a carrier ship, anyways, especially if you're Terran and have access to warp bubble techs.
Man, it would be AWESOME, though. Being able to script functionality into the game without access to the source code would be a huge tool for modders.
I'd love to see it, though I question the value of a petition. Visiters to the forum aren't the majority of their audience, after all. A similar petition requesting multiplayer would be ignored, and for good reason.
You can get a great deal more colony ships out there if you have factories, and the initial colony/capital do not provide nearly enough in that regard. You'd also end up with a significant tech disadvantage if you tried to run without any labs or factories for any significant amount of time. What difficulty have you tried this on?
If the flagship was armed, then you'd be able to use it to blast away the other race's colony ships and miners to gain a competitive advantage in the colony rush, which seems a little cheesy.
I think this is a tech tree bug. Some techs seem to be popping up even without the prerequisites sitting around, like the invulnerability fields and warp drive IV.
Is this strictly a starting strategy? Even if it is, I have to question the logic of not building any factories or labs. While it's nice that charging stalks will build even without social spending, they really don't compensate for the complete lack of production.
Why would that be intentional? At that point, they may as well just make the attack bonus in friendly territory a passive bonus instead of a ship component.
I'm not sure I agree. If I've got those massive weapon focus modules on every ship in my fleet, I want to be getting some mileage out of them. If a balancing factor is needed (outside of the already high research requirements to get sufficient logistics, hull size, miniturization, and the weapon focus techs) then there should be a prohibitivly high cost to the weapon focus components. Also, Stellar defense modules desperately need a sizemod... they're currently a no brainer on medium or
As it stands, I think there are a few problems with the new ship components in TA. 1) Special component limitations on some of the new pieces of equipment limit the extent to which carriers can be made using things like the tulon weapon focus and xalax defense component. Those two components can't be on the same ship at the same time, which severely limits the effectiveness of carrier type ships. Even if they have the space to mount more components, they are unable to. The same goes for
Yeah, they neither exert influence or are susceptable to it.
I've always wanted to have a "breadbasket" world. Maybe that's what a food distribution center could do, allow a planet to share it's 300% farm bonus with everyone else.
[quote]Often I humorously find myself trading a race prerequisite technologies such as Star Republic, Alliances, ect. for their more advanced ones like Star Federation or Star Democracy. [/quote] [I] Technically[/I], those earlier techs have valuable passive bonuses.
Make sure you check the difficulty settings of the AIs in the foreign relations->stats window. It's not inconcievable that the AI are gimped because they have so few abilities by comparison to the player.
[quote]If a minor researches along one particular tech tree - such as propulsion - in order to gain an advantage - you would perhaps see an advanced propulsion tech made available much more early in the game. 'Too early' is a relative term. Concentrate on ANY tech early in the game, and you will shift the balance in some way. [/quote] If that were the case, they would have the initial propulsion techs as well, yet they did not possess the early warp tec
I've noticed that many races seem to be getting ahold of Warp Drive IV very early in the game, yet none of them have any of the prerequisite techs. I've played all those races, so I know it isn't one of their tech trees. However, I do notice that the minor races have this technology in the same fashion, even though they have precious little bargaining power to procure it! I suspect that the default tech tree has a bug that gives early, possibly quite cheap access to Warp Drive IV, and t
[quote] Was the spore ship bug solved? What was the spore ship bug? [/quote] The Korath didn't get the spore technology. Germ warfare was there but the next tech wasn't available. And yeah, it's fixed. Korath just tore a bloody hole in the Torian empire with them in my game...
Wow, the Yor are... very tough to build an economy with. Yikes. Getting a good colony rush going is pretty tough, especially with the lack of a cheap research building from the get go. My current game is seeing my space flooded with the goddamned Drengin and their goddamned heavily armed heavy fighters. With heavy weapons. Heavy. It doesn't help that the Korath are also pressing me at the same time, and they are using their spore ships quite nicely. I had to destroy a decent cl
You know, my current game wasn't going too well anyways. All hail the mighty Yor!
Sorry, Feud, you hadn't posted when I was writing my response to Mystik!