DivineWrath

DivineWrath

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

How uber are Terrorstars supposed to be? Whenever I blow up a sun, the game crashes. /joke ________________ Anyhow, there seems to be a problem with the favorite extras option, for a while, it had the wrong list (the stuff I added or deleted where something else after I played for a while). Now, after I recently checked it, the entire list was blank.

56 Replies 53,042 Views

[quote]Anyone else experienced something like this? [/quote] I think so. It was back in DL when I played a map where the planet numbers were so low that everyone only had their home system. The Fundamentalists event occured and the Drengin empire ceased to be. Regardless, sometimes strange events happens in games that no ammount of planning or foresight can effectively prevent. You just lived one of those moments. I say, that if you want to avoid this in the future, ei

5 Replies 4,592 Views

[quote]Which traits are supposed to be the real ones?[/quote] The ones you see in the game. The wiki is only as accurate as the last person who updated it. If this is a problem, feel free to update the wiki.

4 Replies 3,696 Views

Yes, the races are supposed to "base" abilities. Part of the game is to pick abilities that improve your race. Some combinations simply make it easier to maintian your economy (economics and morale). Some allow you pursue various strategies better (military production + speed = fast colonization). Others allow you to persue special strategies (PQ bonus ability improves the planets you colonize). You can use the abilities to increase the effectiveness of your super abilities. Th

3 Replies 2,690 Views

As of right now, in TA Beta 3-, we have rotating parts. Since I made my original post about it, there have been some people asking for more features. I decided to make a master list here. I'll be checking up on this post to add any new suggestions I may find. That original post can be found here: [link="https://forums.galciv2.com/?aid=169077#1381312"]WWW Link[/link] ---------------- 1. Jewelery Only: There are two kinds of things you can add to your ships, jewe

13 Replies 8,537 Views

[quote]Speaking of Terror Stars... can they PLEASE be equippable with Battle Stations modules? I recognize that they are hugely powerful, but... I really hate to see something I spent two years building get torn apart by a tiny fighter with 1 attack power that jumped my vision range.... >. Some basic defense would be appreciated. At the very least, let me have my starbase sensor modules (using "Eyes of the Universe" makes me feel like I'm cheating.).

58 Replies 17,593 Views

[quote]Would YOU want to rebel against your government to "join" a race of homicidal machines that want nothing more then the annihilation of all organic lifeforms? I wouldn't.[/quote] Isn't that what influence techs for? To potray your civ in a form that is more desirable to join? With a little work, organic genocide may be potrayed as something nobler than everything else. Lets try this example: ________________ Ohh... sure we want to exterminate all org

31 Replies 12,839 Views

[quote] [quote]By the way, its kind of hard to place parts onto a moving object.[/quote] Which is why there is a 'pause animation' button. [/quote] It was a joke. Don't worry about it.

36 Replies 25,528 Views

[quote]Iconians? Animated components? TERROR STARS?[/quote] I made a post last night commenting about rotating components. I already has 20+ posts. [link="https://forums.galciv2.com/?forumid=421&aid=169077#1380075"]Here[/link] ________________ Comments about the update [quote] + Barter Station Improvement added + Merchant Emporium added[/quote] Are these two structures supposed to be separate? I mean that the "Barter Station" doesn't upg

4 Replies 14,932 Views

The ammount of hit points the Iconian's ships can have now is getting to be pretty big. The +100 to repair doesn't repair a lot of damage. Do you think we can get some sort of repair kit module for our ships, ones that might repair 1 or 2 hit points per turn, per module? Edit: ---------------- Maybe add in a fleet repair module as well.

30 Replies 65,777 Views

[quote]3. Can I play/buy it in an 'ordinary' CD? It's because my brother right next to me will also play it in his computer... [/quote] You can download the latest patch for multiple computers. You know, one for your desktop at home, one for your labtop, that sort of stuff. I don't think stardock would object if your brother downloads and plays too. Stardock doesn't have CD copyright protection stuff to try to increase customers, not reduce illegal pirating. The pirates are alw

20 Replies 9,817 Views

By the way, its kind of hard to place parts onto a moving object. Edit: ---------------- I created a new post for ideas for new ship designer features. Go take a look. [link="https://forums.galciv2.com/?AID=169230"]WWW Link[

36 Replies 25,528 Views

[quote]I found this out when I went to war against them. As it turns out, the Arcean tech tree has almost no propulsion advances at all. Instead they can research planetary navigation centers that give a fleet-wide speed boost and impressive sensors that let them see enemies approaching from a long way off... [/quote] I've been playing the Yor a lot so I'm not sure if this is a typo or not. Do navigation centers give fleet-wide speed bonuses now?

7 Replies 10,534 Views

[quote]...I will still continue to use, but it seems an easier solution to tediously try and convince reluctant ships to go to destinations they dont want to go to, rather than manually repatch to make your most recent patch work. I can only hope that the next batch improves the situation. [/quote] This isn't a patch... yet. This is something that the devs haven't got around to testing yet. As such, they aren't going upload it to stardock central until they test it themselves.

104 Replies 88,586 Views

[quote]DW, You know you are not going to find out at 2300 hours; there is no mouse stirring in Stardock house to answer you. (Ok , well, Brad posted at 2100, so I guess there was a shot.)[/quote] They did have server problems at one point that pushed a beta release a day back not long ago. Besides, they keep adding stuff. Brad might give us a preview of whats to come.

30 Replies 65,777 Views

[quote]1. When you make your costome race you should be able to say if your civ is a robotic race (yor) or Living. that way you can get the benifits of a robotic race or living one. [/quote] I've asked Cari about that one. She said there no plans to be able to mod in other races as machines. She also said that if you really want a robotic race, you are going to have to settle for the race in question sharing the same race ID as the Yor. You might not be able to play with the Yo

5 Replies 7,850 Views

By the way, while I'm thinking about it. ________________ Do you think you guys can program a way keep the appearance of ships separate from their stats? What I mean is, I would like to be able to add stats to a ship without having slap on parts like it they were pieces of lego. One of the reasons why I ask is, I'm currently designing a custom race for when we get that new custom race modding tool you guys are making. The theme of this civ is, it is a master of military sta

25 Replies 21,316 Views

[quote]The core of the Iconian strategy is thusly: They are not as good at weapons as other civilizations. But their ships are incredibly tough thanks to access to self-healing armor, organic hull technologies, etc. [/quote] I was thinking that the Yor might know some Precursor tech from what ever they were able to salvage from ruins of the Iconian civilization. By the way, what other stuff do the Iconions get?

30 Replies 65,777 Views

The ship speed bug has been around for a bit. I do recall that the devs were working on it. I'm sure thats its going to be fixed in due time.

2 Replies 2,698 Views