I'll give a few examples to get things started. The Drengin and Korath can't get the " Counter Espionage Center " because the required tech does not exist on their tech trees. As such, they are at risk of being over run by spies, with no means to prevent them from being placed. The Thalans don't do so well on map
DivineWrath
Greettings folks. I'm DivineWrath. Some of you know me as the guy who wrote the TA 101 guide. If you haven't read it yet, do yourself a favour and read the guide now. See the link below: [link="https://forums.galciv2.com/310907"]TA 101[/link] To the point of my post. I'm looking for unique problems that some civs might run into. Examples of such problems
If you haven't read this guide I wrote, then do so. It has a Thanlans entry, and atleast 3 suggested strategies for them. [link="https://forums.galciv2.com/310907"]TA 101[/link] Anyways, for you I suggest the following: Tech Trade: Anything you can get for industry, research, and economics
Before I begin, I should mention that many people on these forums, myself included, argue that starbase defenses are too weak to properly defend any starbase for the long term. Long story short, don't expect your starbase to survive anything with Doom Rays. You're going to need ships and fleets if you want to keep them alive. ________________ <s
You guys were quick! I'm going to have to go over what I did yesterday to see if any bugs I noted were fixed. [quote]Scuttle and salvage value of TEC space mines is now the per mine value, rather than for the entire mine cluster [/quote] I'll check this tonight. I'll let you guys know if this is still somehow b
[quote]you might use numbers instead of bullet points. makes it easier to adress them point by point[/quote] Sure, I'll edit things right now. You may wish to update your numbers afterwards. Edit: Done numbering. I however, moved a few things around so you probally want to re-number your comments. If its of any concern, anything below the starbase entry was on
[Edit] By request, I numbered the entries so it would be easier to comment on them. Because I resorted them, some comments before reply #3 may have a wrong corresponding number. I've played the beta as the TEC yesterday, and here is my feed back as them. Some of these entries are bugs, while the others are just my opinion. Starbases: A lot to say here.</s
Well we seem to have a winner for the day already. As such, it seems that all the doggies have disappeared so no one else can play. Since we have a winner already, care to tell us the details of where they were, answer to the clues, and any other details (or will that have to wait till friday after the last prize has been won?)?
[quote]Sole, Willy, and Divine are three of the most respected members here, and you can take anything that they post as gospel.[/quote] Thanks for the vote of confidence! ________________ Anyways, I forgot to mention my TA 101 guide: [li
I see you are doing something different with your website now. Do you require any assistance with anything? I might be able to offer some strategies, or point out some topics that I think new player might find confusing. Edit: You might want to check into your interface involving pictures/screen shots in the AAR section. I seem to need to do some extra mo
Yawn... When was my last update? Lets see, my last update was 2008/06/16... so its been nearly 6 months since my last update. Alright, let me review whats been happening and see what needs updating. ________________ [quote]Can you also add some tips/strategies to beat each race. Since you wrote about how to play with them, but it is good to know how to beat th
I have a few questions and comments: Supreme Commander: The price discount only applies to the original game, and not the expansion, or gold edition set? Bug with order: I decided to test the previous question and found something weird. When selecting Supreme Commander gold, I got the price for the set, but where the expansion listed $0.00, the original game had that scratched out and replaced with the discount price. As such, I'm expecting to pay MORE during this dis
I'll try to answer what I can. ________________ [quote] 1. When I right-click on my Twilight.exe icon, it says that the version of the game is '2.0.0.0', but in the game it says that the version is '2.02'. So is my game up to date or not?[/quote] You should be able to see
I've ran into a similair problem myself. In my case, I got further intel on the Drengin after they had surrendered to another civ.
[quote]It wasn't orbiting hp...look at the XML code or actually try it ingame; it was a built hp bonus.[/quote] I restored ver 2.01 from archive to check. It does appear to be the case. If it was orbiting HP, I could see those planet improvements being quite useful. If its any significance, I was playing the Arceans in one those games I did play. My "Stellar Forge" was built on my factory capital and was responsible for the production of a large number of my ships. As such a e
Try to experiment here and there. For instance, on tiny maps with few planets, you may find that the only way to ensure you are able to nab some of the few planets up for grabs, you might need to rush buy colony ships. The question is do you pay all of it now, or pay some now and a lot more latter. The first option saves you money in the long term, but drains you early in the game when its difficult to make money. The second option may save you money so you can do stuff that requires
[quote]+ TWEAK: Completely removed Orbital Fleet Manager [English version][/quote] Its completely gone now? And here I was starting to enjoy that +25% orbiting ship HP bonus, and +50% planet defense bonus it gave in v2.01 . Oh well. I'll try things out tomorrow and let you know what I think. See you then.
I've managed to get some play time to play ver 2.01 recently. Everyone seems to go for the orbital command center quite early (the tech needed to unlocked it is something you can also research early). It will require some more games before I get an overall sense of the changes and properly evaluate it. [quote]+ TWEAK: Eliminated Orbital fleet manager[/quote] You may wish to check again. I used it in my most recent game, and it seems to been upgraded significantly to provi
@Zubaz, reply #22 Thanks for the info. Sorry about the delayed reply, I've been a bit busy. Anyways, so any ideas as to what we might be able to customize about the units? How about other stuff?
Sounds interesting and all, but I have a few concerns: 1) Is stuff going to be broadcast the moment players make units? I don't know about you, but I'm a bit of a private person. As such, I think that any units (or other stuff) I make is my own damn business unless I decide otherwise. Besides, as with Galciv 2, my units names will likely take the form of a shortened list of stats (tech prerequisites to be more precise). As such, many players might
Woot! Change log. [quote]+ TWEAK: Eliminated Orbital fleet manager + TWEAK: Added Fleet Command Center super project that gives all planets the ability to use what’s in orbit to defend planets[/quote] Will this apply to all ships in orbit, or just what your logistics can handle? Can you turn it off for each individual planet? I don't always like to burn through defending ships against a stronger opponent just because I can. Having them fight one at a time can
Soul Knight, medium of Soldier's Sacrifice (inspired by rememberance day) 1x 2-handed sword 2x sword 3x shield 1x armour 5x Warrior spirits (with either good relations or good loyalty) Ritual - Summon spirit Lv. 1 Ritual - Spirit limb Lv. 1 Ritual - Spirit possesion Lv. 1 Ritual - Spirit personality blending Lv. 1 Ritual -
The objective here is very simple. You think of what units you want to be able to create, determine what you might need, give them some fluff (story, decription, and other details), and then you post them. Given the size of the information for some units may become, try to limit 1 unit per post. If you have any thoughts on how you would make units differently than what has already been mentioned, feel free to post them as well. For instance, do you think that some units might
I have a some comments and questions. 1) N units of production: It doesn't sound like you can completely remove the influence of the N units of production system. You at best change things into a supply and demand system where N units of production influences supply. If the demand is higher than the supply, then what ever units you are making will have a production time = to the time needed to produce/acquire the last piece of equipment. 2) "Instant create" system: Y
Hmm... I feel somewhat relieved now. Sounds like you are staying away from the "evil always wins because good is dumb" model.