How odd, I thought that creative good was a tech unique to the Drath. I guess I have to look into it once I get to them. Any ways, as for the ethics techs, they look right. Thanks for your work. That list may save me half an hour to a hour of writing. ________________ However, if you have some time, could you look at the following techs. They seem to be missing corresponding weapons. I want to check to see if I'm not the only one who is seeing this. Drath/Alta
DivineWrath
The campaign should be easier after you know how to play in sandbox mode. Anyways, I wrote this guide to help players adjust from DA to TA, so you might want to read it. Since it seems you haven't actually played the game before, I suggest you use the guide to get a few ideas, and ask questions about other stuff. [link="https://forums.galciv2.com/310907"]TA 101[/link] As for starting a game, spend points into "Economics", "Morale", and lastly "Population Growth", and u
[quote]DivineWrath: I did read that. It's a sticky thread, kind of hard to miss. You don't cover the early phase, you just go over the various unique techs the Arceans have.[/quote] Based upon what you said, I got the impression that you didn't read the guide. As such, I posted a link to it. As for my guide, it was never intended to be a complete strategy guide. It was supposed to help those who knew how to play DA to figure out TA quickly. Thats kind of why I covered the uniqu
You could read the guide I wrote for players trying to figure out how to play the different civs. [link="https://forums.galciv2.com/310907"]TA 101[/link] I hope you find it useful.
Correction Pages 16 to 17. These forums have a bad habit of not letting you edit your replies just after you post them.
[quote]I'm playing as the Drengin for the first time in ages (at least since DL), and I find that every time I declare war on somebody, a bunch of "super-dominator corvettes" magically appear on my doorstep, for free. Is this intended? Does it happen with other races (like the Korath)?[/quote] Its a Drengin super ability "Super Dominators". Its an advantage/curse for the Drengin. When ever the Drengin declares war, or is declared war on, they gain a number of "super-dominator covettes"
Someone asked me some questions (by private message) about the Torians. I'm posting some of what I replied with here. ________________ -The tech trees in TA now shows more information than it did back DA. Try right clicking on some techs to see details about the weapons, structures and other stuff unlocked by the given techs. For instance, right clicking on the tech "Healing Pools" would reveal the first Torian morale structure, and would show that it has 1 point of maintiance,
[quote]The Altarian fleet support modules Righteous Justice (aids defense) and Righteous Might (aids offense) cannot both be placed on the same ship. When you place one on a hull in the shipyard, the other disappears off the available modules list.[/quote] Thats the norm. Looks like I didn't mention the one-per-ship limit in my guide. I'll make a point to add it in my next update. All modules that might boost attack or defense can't be placed on a ship that already has a like m
Updated the guide: -Updated the Torain, Korath, and the Yor. Provided more details for each civ, including but not limited to: Fleet support modules they get, HP boosters (called "structural enhancements"... for now), and some suggested tactics. -Added a few comments in the fleet support modules section. ________________ This guide is taking longer to finish than I thought. So many distractions... including applying for university.
[quote]Well, i just tried out the altarian righteous might moduel. Unfortunately it works like how the module description says, and not the tech description ;_; Its not a mini-super warrior. Oh well.[/quote] Hmm... I didn't think anyone would believe that those fleet module worked that way. I guess I should add a minor update saying something like: "All bonuses are either a percent increase to weapons and defenses (which ever is appropiate for its type) or increases the speeds of a flee
[quote]But i could be missing something or reading the descriptions wrong or who knows. Can someone comment on this?[/quote] I'm still in the process of rewriting the guide right now, so I'll provide an update when I get too it. Until then, I'll provide a few comments. The Altarians do get some good stuff in their tech tree. I keep forgeting that they, like the Drath, do get some techs that provide weapons bonuses (I think one +30%, and the other +20%) so they are not as bad of
[quote]First, can anyone tell me what technology unlocks this particular ship component?[/quote] Using Arcean tech tree: Space Weapons -> Advanced Fire Control -> Advanced Battle Stations [quote]Second, why did it appear on my ship when I clicked to upgrade the original ship in the shipyard? Is this a bug that it added it?[/quote] I don't know. Given that we weren't there when it happened, we can't say for sure. [quote]Third, if I want to add this compone
[quote]Do you know where the ascension victory fits into this scheme?[/quote] I think Ascension victory fits someplace after galactic conquest in terms of points scored. The fastest you can win an ascension victory is 200 turns (by using all 5 ascension crystals). Thats a long time to fend off any AIs attacking you. If you are strong enough that they dare not to attack you, then you can probally conqour the galaxy instead. Going for ascension victory despite your obvious supero
Sounds like a reasonable request. Bring this suggestion back up once the devs get back from working on the political machine.
[quote]So in a game where you wanted the greatest variabiilty in races/techs... which ones would you choose to play against?[/quote] That question could be rephased as "Which civs would you not bother playing against.". There are 12 core civs, and only 10 civs can play at a time (including yourself). Once you knock off the ones who don't add much variety because they feel like another civ, it should be an easier decision to make. That said, here are the ones who either don't ad
[quote]2) Is there any way to reduce colony maintenance? Owning more than 4 planets bleeds me dry.[/quote] Try building market centers and other economic buildings. I try to counter maintaince costs by not teching up structures too quickly (maintiance costs of buildings ussually increase as they advance, Thalans are a weird exception), and by building plenty of market centers and other structures (the Yor can't do this without tech trading, so that could be your problem). _____
From what I understand, the devs are very busy finishing Political Machine. The entire GalCiv team have been kidnapped to finish it. As such, don't expect a responce until sometime next month. Anyways, if you any of you need a guide for right now, you can read the one I wrote: [link="https://forums.galciv2.com/310907"]TA 101[/link]
I've updated the guide. Most of the stuff from the top to (and including) Drengin has been rewritten. Each of the affected civs now has a section talking about what structure enhancement modules they get (hit point modules), a section mention what fleet modules they get if not mentioned elsewhere, and a suggested strategy section.
[quote]Now, I would like to know where I would end up putting these mods for testing and debugging?[/quote] Go here (assuming default install path): C:\Program Files\Stardock\TotalGaming\GalCiv2\Mods You should see a default folder. Copy it, rename the copy to "my wicked mod", and then open the file inside using notepad called "ModDescription.xml". Change the description from: "This is a generic mods folder for casual mods." To: "This is my wi
[quote]Gigantic or Immense galaxy.[/quote] I would recommend you play Tiny, or other smaller maps on low difficulty. The reason is, if you are new to this game, it'll give you some time to learn the game mechanics, and if you are comming from DA, it will give you some time to adjust to the changes. [quote]I am not as sure how/what to research in what order and would appreciate help.... Last game I tried researching up a mix of research/econ/government.... but had a weak militar
Even dumb people can learn to play well. They need more time to learn to play well. Lucky for you, I just updated my guide a few minutes ago (at time of writing this reply). The Terrans were among those updated. [link="https://forums.galciv2.com/310907"]TA 101[/link]
It took me longer to finish play testing as the Terrans. One of the problems was, I forgot to turn up the difficulty back up to tough after testing my custom civ. As such, the AIs didn't bother me one bit. As such, the game wasn't a good test game to use. The second time around, at proper difficulty, the AI still left me alone. This time, I can't blame it on the difficulty level. You see, I was lucky enough to start inbetween the other civs, and 4 sectors worth of star systems and plane
@ jmgarth I don't think there is a way to use the AI ship designer the way you mentioned. I can't even choose the ratio between weapons and defense. @ several folks There does appear to be some opposing opinions about the Yor's economy. I'll get to them once I play the Yor again.
I play with tech trading on. This is a 4x game. One of the x's is exploitation. If the AI has a tech that I want, I'll try to figure out how to get it. I could buy it from them, I could send spies, and I can invade. If someone else has a copy of the tech, I could buy it from them too. If there was another way to get the tech, I would try to exploit that too. Suffice to say, if you think that tech trading unbalances the game, then maybe its a problem with the AI instead of the g
I don't know when we are getting a new manual. Until then, you can read this: [link="https://forums.galciv2.com/310907"]TA 101[/link] I wrote it up to try to help players make the change from DA to TA. If you have any comments and/or questions, you can post them and I'll try to answer them (or another player will). I'll make the appropiate changes later to the guide when I get to that part again.