Again, I can't talk for Stardock, but I imagine there may well be some form of saving if you buy the original game plus expansion pack together.
No118
1) There is no tactical combat in GCII. Warfare is purely about the ship design and manouvering on the galactic map. The combat viewer can be helpful in letting you know how much damage your ships are capable of doing to your opponents and vice versa- look at the damage scores underneath. 2) Espionage is currently unfortunately lacking- it consists solely of setting your espionage spending with each civ. The more spending, the faster your espionage rating with that civ increases, and th
I've had my fingers constantly crossed for AGES. When I saw this post I almost exploded, until I read what it actually said. I can't decide which I'd be more excited about- getting a free copy of DA, or getting my character into it. The tension is killing me.
Variation is between 50-150% of the initial values. Half of this is specific to that particular tech/improvement/whatever, half of this variation is due to global changes (for instance, all beam weapon techs might have slightly higher cost than missile or mass driver techs). Other more instantly noticable changes include shuffling of the race order, which affects which races get which AIs, as well as giving the possibility of a minor race being promoted to a major (and vice versa).
If your approval is at 100%, there is no reason whatsoever to drop taxes lower. I guess that what they may be saying is that you're better off going for less morale buildings and more economy buildings, thus forcing you to go for a lower tax rate in order to keep approval up?
GCII has been out for a while, so you provably know it pretty well by now. You've probably got your strategy all worked out, right? Well, perhaps it's time for something a little different: Now, with the Randominator mod, EVERY game can be a new experience. v1.0 Features: - Randomises pretty much every modable aspect of GCII, from tech costs to Races. - Compatible with any other mod (in theory at least). - Removes all core ships from the game. This mod
Most of the minors have insane Economy bonuses (+100%!). In smaller galaxies, I guess that they could be pretty powerful if they get lucky and grab a couple of planets.
Not a UP resolution, but finding a Ranger saved my bacon in one game- held off the Arceans long enough for me to rebuild my military and strike back.
Tycho and Gabe (from Penny Arcade) are also star systems. Not to mention Hoth of course. I suppose that when you're trying to make a really long list of names, it becomes hard to keep things original!
It depends. If both mods change different things, you can combine them together pretty easily. If one or both of the mods adds things instead of being a total conversion, that can be done as well. For instance, move the files in Data/ShipComponents, GFX/Models and GFX/Thumbnails from their places in Kryo's mod into their equivilant places in whatever mod you want to use it with. The only potential problem with this is that the blank hulls will not work if the internal names of
Personally, I bridge the gap. I use a PC for strategy games and the like, where mouse and keyboard are more apropriate, and a console for more action-based games. While you can, of course, buy joysticks or gamepads for the PC, the console games are always optomised with the controler in mind, while on a PC you will more often than not have to alternate between using the joystick for the main commands, then switching to the keyboard when you run out of buttons. This also makes it much ea
Korath: Super-Annihilator. The Koranth have access to the Germ Warfare technology. Once researched, they can build a Spore ship that eliminates all life on the planet and turns it into a toxic world. Does this mean that you'd be able to mod species-specific techs now?
Yes, there is the negative modifier if you conquor too much. But, for instance, if you have the Yor and the Drengin nearby, you've never fought anybody but are stronger than either of them individually, it would be nice if they attacked together instead of both sucking up to you.
That's not quite the same thing. That's just a random event. I'm talking about having a standard AI tactic of two (or more) civs working together against a stronger one.
Maybe the AI is a sore looser
Isn't that just cutting off your nose to spite your face? You make money from their trade routes too.
I've noticed that sometimes, when I go to war with a civ, I get the "Our long friendship", but with a -- sign.
My understanding is that the Devs aren't too bothered with balancing the civs because it isn't a multiplayer game. Does it really matter if one race is slightly better than another? Oh, and the reason that some people regard starting as 'Good' as a bonus is that they can take a lot of evil ethical choices and still turn out Neutral without paying for it.
That's the point. No point picking on somebody that's going to beat you... What I'd like to see is more AI coordination, so that two weaker powers agree to declare war together on a stronger one. At the moment, once you have the biggest military you generally just get left alone unless you start something.
Maybe one of the changes to the campaign was that the AI of your allies is now the INVERSE of the difficulty settings? As it was, the bonuses your allies got at the higher levels actually made the harder settings easier! Have you tried to see if the same thing happens on Tough?
Astronomical, I expect.
And then triple posted just for good measure Of course, a computer isn't going to be able to produce the perfect AAR. But what the Epic Generator does do is to provide a template on which the player can then build, saving repeated alt-tabbing to come in/out of the game as you write your own notes, save screenshots and so on. That said, the example generated Epic wasn't too bad. Apart f
I think this is a case of 'wait until Dark Avatar comes out'.
Convenitently simplifying the pathing code
It took me about 5 minutes to register. How about trying it BEFORE complaining. Besides, it seems that civfanatics uses a more... conventional forum system.