DivineWrath

DivineWrath

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

It appears that both of you missed my point. Maybe they'd just use evil slaves? Wouldn't good be against slavery in general? Wouldn't good Drengin civilization stop using slave pits? And if they did, would they get something else to replace them with, or would they be gimping themselves? Why, you are writing as if the laboring races were more than sub-Drengin! Maybe thats what a civilization of

23 Replies 12,634 Views

divinewrath, first having an itty bitty system partition is just a bad idea. As a rule of thumb I make sure mine have at least 10 GB. I know, that sucks... but it's just the way things are. My C: partition is about 40 GB in size, so its not itty bitty per say. I ussually don't have storage space issues (this was one of those rare cases). In any case, I don't plan to reformat things until near the end of the year. Thats when I ussually

80 Replies 17,296 Views

What problems are you referring to that need to be "fixed"? Starbases defenses, economy, and a few others I can't think of right now. Right now, the big one that bugs me is the how ethics are set up. Its bad enough that *I will* research "Xeno Ethics" early in the game to minimize my encounters with them. The problem is that good is needlessly punished for being good. The impression I get is that good is stupid and incompetant, while ev

126 Replies 198,883 Views

Alright. I'll save you guys the trouble of looking up the interview at gamespot to get the details. Here is a quote of what I'm focusing on. BW: Having different technology trees with [each race's] own corresponding unique weapons, defenses, and planetary improvements will expand the gameplay even further. Having unique technology trees per civilization opens the door for some spectacular new styles of game play, as well. For example, the evil Drengin Emp

23 Replies 12,634 Views

*cough* Terrorstars *cough* Although the expansion has caught my interest, things such as terrorstars and fleet support modules, the thing I'm concern about is the racial techs and structures. I'm sure you guys read the Gamespot interview talking about how the Drengin would be able to build slave pits, and how the liberators would have to decide as what to do with them. From the interview: ...If such a world gets liberated, the slave pits are sti

4 Replies 3,625 Views

I'm back you sure you got the latest version? 0.78.022 compresses the save files. Oh and remember to delete old savegames as they are incompatible with new versions. Yes, I'm using the latest version; file compression and auto saving without graph data stuff. Thanks for asking though. Most of the data was probally before current version. It was my first time seeing it though. I wrote this post because I was suprised and annoyed find it

80 Replies 17,296 Views

In responce to post #37: I agree with all of your points except 1. Unique technologies include Superior Defense (Supperior defense my foot! You just get a few defenses, not enough to match the psionic weapons.) If you play your cards right, you can get a +35% bonus to defense, and a +5% bonus to hit points. Those bonuses last well after Psionic weapons and superior Defenses become obsolete. For me, its reason enough to be good

126 Replies 198,883 Views

I received a bizare message the other day saying my C: drive was almost full. After some investigation, I found that a sizable chuck of that partition was being used up by a folder in my "Application Data" folder called "Ironclad Games". Apparently, this was being used by Sins beta. Now let me explain some things since there is some room for misinterpretation. I used what is probally an unusual computer setup to most of you. My C: partition was intentionally formated in Fat32 because, las

80 Replies 17,296 Views

... Alternative: "open" the source files so your fanbase can compile as a group their own flavor text. Or, create a Wiki from which the new tech flavor text can be cribbed, and invite the community to fill it up. Can't you already open up those files and edit them? (I would make a copy first though, and then edit the copy). ________________ Edit: I needed a moment to check. Go to this directory: (might be different if you instal

399 Replies 229,760 Views

Is there any perks to choosing the good option?(Answer without spoilers if possible) Not really, which is why I complain about it every so often. Either the good option gives you a penalty to something, or merely prevents you from recieving a bonus for something. This is the main reason why I research "Xeno Ethics" as early as possible. It prevents these random events from showing up so I don't cripple my civilization by choosing the good results (I have

5 Replies 6,365 Views

I see that you are new here, so welcome varis2000. Has there been any good discussions or strategy guides on using influence? I don't believe so. I never got the impression from reading the forums that influence was a popular topic.

4 Replies 4,436 Views

I was thinking. If the devs are not making the expansion open beta, then could we get some dev reports? I will atleast provide us with some means to know what is going on, plus it would give us a means to cheer you guys on for good work. Also, it would provide us with a means to ask more specific questions about the expansion.

246 Replies 177,369 Views

Because if the AI decided to build millions of the bastards, how the hell you gonna counter it? 1. The AI, from my experience, don't do a good job at using starbases. As such, I don't expect them to be able to make, or use more than a handful at a time (3-6 tops,... maybe). 2. Starbases don't have any good long term defenses at this time, and I don't recall them getting anything better in the near future. Its probally better to think of them as

246 Replies 177,369 Views

The Dreadlord's weakness is their ships have low hit points (they are about the same as any normal ship of equal size) and no defenses (usually). Being DL version, the combat system doesn't allow ships to fire at more than 1 target per round, so a large fleet of tiny hulled attack ships would be your best bet for combating them. If you spread your firepower amoungst 10 or so tiny hulled ships, it would take the Dreadlords 10 rounds (assuming just the single ship) win, while you would have 10 rou

6 Replies 5,380 Views

Any news on the beta testing of TA? Is there going to be any open beta testing this time around? Or is that a "wait for the next press release" kind of question still? Last I checked it was looking like there won't be a beta. No beta? Maybe I'll hold off on pre-ordering for a little bit longer then. In any case, could you provide us with a reason (or reasons) why there might not be open beta?<b

246 Replies 177,369 Views

I don't see how spamming colony ships is nessacarly a bad thing. So long as you keep a balanced budget, and don't burn yourself out in the process, there shouldn't be any problems. In fact, I would go so far as to say that one might ruin their chances at winning at this game if they don't do a good job at colonizing planets. ________________ I have another suggestion - introduce planetary invasion MUCH earlier in the gameplay. I think

8 Replies 6,491 Views

I wouldn't. I would proceed to research some life support tech, and move a colony ship or two down the right side of the map (the maps are tilted 45 degrees counter clockwise, so upper right side of the minimap). I would then use that location as something of a foward base of operations, using it to make colony ships and stuff. While I wait for my colony ships to setup shop, I would make a few explorer ships to explore the immediate area (there might be some resources near by). My polic

18 Replies 17,940 Views

Where are you seeing that? GalCiv Ultimate Edition is on TGN for $19.95/2 tokens and includes both. I think he got the prices from the list of demos in Stardock central -> Games While Galciv1 and the expansion is shown there, the ultimate edition is not. But when you try to get to the store you will only be able to purchase the ultimate edition. Thankyou both (kryo and Bodyless).

246 Replies 177,369 Views

Maybe with a scenario (I know you can at least *start* with no planets, but the AI doesn't handle that very well). Hmm... Curious... In any case, GalCiv 2 wasn't programed to have a no planet setup (as fun as it would be). Even if you managed to rig up together a game where you didn't need planets to play, you simply couldn't compete with those who had planets. The game simply doesn't have the required features programed in. You need planets to

10 Replies 11,130 Views

I have a few questions about GalCiv 1. To be more specific, about buying them. I've been thinking about getting them when I preorder TA. 1. GalCiv 1 costs 4 tokens, and Altarian Prophecy cost 2 tokens. Am I correct in assuming that to get both games would cost 6 tokens? 2. I have not been able to locate any price in dollars for either of those games. Am I correct in assuming that you can only buy them with tokens. ________________ Anyhow, thanks in advance for any

246 Replies 177,369 Views

... At 1 parsec per week, a military starbase fitted with an Interdiction Beam module will be able to completely paralyze a Terror Star until it gets destroyed. That wouldn't work. No matter how many starbase modules you use to slow ships, you can't slow anything to speeds slower than 1 parsec per turn. Great, first mine gets destroyed by teenagers.. twice!!! And now computers have the pleasure of using it against me.

246 Replies 177,369 Views

Alright. I'll be first to give suggestions for talents, if for no other reason than to bump this post. 1. Improved starbase defenses This will unlock techs that will provide modules that will further boost starbase defenses, hopefully to the point where they could be expected to survive a siege or two in the long run. 2. Ship recyclers Whenever you de-commision a ship or starbase, you get more money for doing so. 3. Everybody's friend You are less likely to

1 Replies 2,438 Views

2. Should Terror Stars be fleet-compatible, players can build 'tug boats' by attaching Driver components and life support onto cheap hulls, and then use these 'tugs' to 'pull' the Terror Stars at high(er) speeds. However, I don't think Terror Stars will be fleet compatible, but we'll just have to wait and see. If they are, they'll probably occupy some 50-odd logistics points themselves. In GalCiv 1, if I remember reading correctly, Terrorstars were super

52 Replies 18,060 Views

I play as good. The bonuses one may get with good apeals to me more than what one might get with evil. With evil, one gets special weapon techs that are extremely expensive, and are only useful for so long before you get ultimate versions of whatever weapon type you are using. With good however, you can get a +35% defense bonus and +5% hitpoints (total with research and development) that stick around even after you research superior versions of the special defense modules.

7 Replies 6,359 Views

I've mentioned it before. I've suggested a "Drydock" starbase that can be built anywhere. It would have a default production output and would have station specific modules to increase production output, and could benefit from asteriod mining. Being able to benefit from asteriod mining, it would be able to make better use of those random asteriod fields in the middle than planets far, far away. Considering the rumours (hopes actually) about the Terrorstars turning planets into a

7 Replies 7,883 Views