DivineWrath

DivineWrath

Joined Last seen Member # 2500482
46 Posts 622 Replies 2,136 Reputation

I don't beleive you can. If you really want to always launch full transports, it might be helpful to build fewer factories on those worlds, and replace them with more morale buildings. High morale equals high population growth. A morale of +75% or more gives you a population growth of +25%. A morale of 100% is the best as it will double your population growth. Anyways, you should try to get a population capacity of something like 14 bil so your population can grow far past the point whe

13 Replies 8,719 Views

Build the "Counter Espionage Center" on every planet. It will prevent spies from being placed on the planets its built upon (will not remove existing spies). It also provides a morale bonus to prevent it from being a complete waste of a tile. Innaddition, this planet improvement will help to protect your worlds from the spy megaevent. You should find the required tech in the diplomacy section of the tech tree. Edit: I double checked something I read, and it turns out that some

84 Replies 68,348 Views

As stated above, the most defining trait of the "Innovation Complex" is it gives a speed bonus to all ships built on the world this super project is built upon. As for what to regard it as, I consider it to be one of those improvements I build on my primary factory world along side the "Hyperion Shipyard" which also provides a speed bonus. I consider placing it on your homeworld a waste since I find homeworlds are better used for economy planets.

4 Replies 9,747 Views

[quote]Divine Wrath, are you certain that you filled out the Ship to Address differently than the Cardholder address?[/quote] I am fairly certain. I keep screen shots and e-mails of my orders. Looking through them shows one screenshot that has a "billing to:" and "shiping to:" part to it. The only differences between them is our first names and e-mail address. As for my e-mail, it states that my brother bought me a gift (TA pre-order with CD).

6 Replies 9,210 Views

It happened again. See the link about last time! https://forums.sinsofasolarempire.com/301897 Once again, I used my brother's credit card to make a pre-order. This time it was for the Twilight of the Arnor, and once again it was mailed to him instead of me. Fortunaly, he remembered what happened last time so I recieved the package unopened. Although things turned out ok this time, this mailing error is getting old

6 Replies 9,210 Views

You shouldn't be completely crippled. The game should have the "auto design ships" feature turned on by default (check options). You could probally design better, but they are good enough to win games with (I have been able to atleast). Anyways, your problem might be related to the known bug in the latest patch. Version 1.96 was missing some important stuff. Check the link I'm providing for more details: [link="https://forums.galciv2.com/316802/page/1/#1785870"]Twilight 1.96 Ch

4 Replies 2,478 Views

[quote]Hmm, that's also interesting. Could talk about the Wii and the DS, which have some of the most fun games to play right now.[/quote] I'm glad you like my idea. Do you think you could get someone to record it since, as I mentioned before, I'm not going to be able to go to Dragon*Con. Either way, I hope any speach you make about "Innovation in the game industry" will be good.

13 Replies 46,822 Views

If you are going to jump into TA this quickly, I suggest you stick with the Terrans for the first 5 or so games. Some civs like the Thalans, or Yor are designed in such a way that might prove to be unplayable for newbies. Once done those 5 or so games, move on the Drengin, Torians, and Altarians. They are similiar to the Terrans, but they have significant differences, but not big enough to completely confuse you. After a few more games, move on the Arceans, Yor, and Thalans as they are

9 Replies 6,777 Views

My TA 101 guide covers Terror stars (they're near the end, so scroll for a bit). [link="https://forums.galciv2.com/310907"]TA 101[/link] Anyways, to do a quick recap, you need the Terror star techs (which you have), you need 6 constructors (1 for base, 5 for the required modules), and then you need 10 turns for it be completely operational (you should see something like "mobilizing 10 turns"). Once you can use it, attack a star, and the star and everything nearby except for the

9 Replies 10,198 Views

Ok, here is an idea: Title: Innovation in the game industry. Description: In order for the gaming industry to survive and thrive, new ideas need to be made. If people don't make something different from time to time, the entire market will be filled with the same kind of games, but with different packaging, that few people will want to buy. You may wish to edit it to sound something better. I was a bit tired at the time of writing.

13 Replies 46,822 Views

[quote]Title: How to get a job in the game industry[/quote] [quote]Title: Postmortem on Twilight of the Arnor[/quote] [quote]Title: Modding--Get the most out of your game![/quote] These sound good. I wish I could show up so I could listen and watch. Will anyone going there be taking a camera? [quote]I've sent in my application to be a Guest this year, so I'm just waiting to see if I get accepted. My plan is to go even if I don't get accepted and crash the gam

13 Replies 46,822 Views

I normally make a copy of the default folder (and make other changes) when I start a new project. I keep it empty so I can start quickly. You might want to do the same. The only stuff you need to do is: copy the default folder, rename the copy (so it looks different then "copy of default"), and then edit the "ModDescription.xml" so the description says something like "This is my wicked mod!" so you can feel more impressed about yourself when you test it in game.

4 Replies 5,453 Views

[quote]I read TA101 and i find it very helpful, as the Post states i try to win the colony rush, but i just cant seem to pull it off.[/quote] [quote]I tried your advice Loud and it work like a charm,[/quote] Is all the problems solved? I would hate for someone to read my guide and walk away completely confused.

9 Replies 10,585 Views

Looks like you made a copy of the planet improvements as well. Where did you place these copied files anyhow? Depending on where you place them, it could either overwrite or add to the existing list (I too once had duplicate stuff because of me modding). Could you look in the mods folder you're using and try to see if anything exists in the folder \Data\PlanetImprovements?

4 Replies 5,453 Views

[quote]Thank you!, I can't beleive I never noticed that it does that[/quote] Its not an easy thing to notice. After 10 or so failed attempts to fix things, I started using my last working version, and ran it through the tech tree editor to try to break it. I eventually discovered that when opening it up in notepad, that the broken version had 1 extra line of code. After shifting through nearly a 1000 lines, I found that a tech had a changed required tech (I quickly determined it to be t

19 Replies 11,551 Views

I don't believe there exists any comprehensive guide for those two editors. Anyways, about linking techs and planet improvements. You need to get the TechID of the desired tech so your planet improvements (and other stuff) can determine the tech they need to be unlocked. Nothing else matters, not even the display name. The display name only allows renaming on the surface level (what the player sees) so you don't need to change everything thats supposed to be unlocked by the tech. <b

4 Replies 5,024 Views

Obviously, you need to keep them alive long enough for you two to get to "close" relations. I know when I managed to beat the mission, the Iconians had many times asked for help, and I offered ships. That would give you a + for "appreciate past help" or something like that. Perhaps you can give them some gifts to get them to friendly relations sooner. I do recall focusing all my efforts in a single direction to get control of one side of the map. That pretty much prote

15 Replies 14,855 Views

[quote]The thing that seems weirdest, though, is not seeing Logistics at all when I'm choosing how to spend my points. I could swear it used to be there, although I've never spent points on it.[/quote] It may exist as part of a mod. Neither logistics nor miniturization show up as selectable abilites (atleast, none of my installed copies had it). The same goes for the new stuff added in the expansions, such as toxic world colonization for DA, or "War Profiteering" for TA.

7 Replies 3,447 Views

[quote]You just need to create a "Mods" folder, once started the game and activated mods, it'll create the default mod directory structure.[/quote] Tested and confirmed. It does work, but now my TA game doesn't point to GalCiv2\Mods now. I liked it that way. :SNIFF!:

8 Replies 4,378 Views

[quote]Why is the game crashing?[/quote] Probally the tech tree editor bug. Take a look at the first tech in the tree (using the editor) and see if its pointing to the proper tech. A sample problem involves the Arcean tech tree. If you open it up with the tech tree editor, and then try to close, it will ask you if want to save changes. The change was the tech "Adamantium Armor" was changed from requiring "Kanvium III" to "Adamantium II". Because "Adamantium II" normally require

19 Replies 11,551 Views

[quote]C:\Users\margaret\Documents\My Games\GalCiv2.[/quote] Mods would not be found there. The only stuff you would find there are your settings, save files, custom ships, and other stuff. [quote]I think it wants C:\Program Files\Stardock\TotalGaming\GalCiv2\DarkAvatar\Mods.[/quote] It should (if Dark Avatar). Is there a GalCiv2\Mods folder you can copy? Try coping the mods folder from the GalCiv2\Mods directory to create the DarkAvatar\Mods directly you want

8 Replies 4,378 Views

You can go read this: [link="https://forums.galciv2.com/310907"]TA 101[/link] I wrote the guide to help players figure out the different civs quickly, and how to play them good from the start. As for when the official TA manual being complete, I don't know when thats going to be.

5 Replies 4,227 Views

It sounds like you are doing a few things wrong. Let me explain what you should be doing (and not doing). ________________ 1) You should be placing your mods into the mods folder. It should be found here (assumes default install path). C:\Program Files\Stardock\TotalGaming\GalCiv2\Mods\Default You would also need to turn on mods to use them (there is "select a folder" and there is "use mods"). If you want to have multiple mods, you could copy the default folde

19 Replies 11,551 Views