Undead Warriors Without Government approval, a group of rogue scientists have discovered a way to bring the dead back to life. They've presented their ideas in a secret document called The Undead Warrior, detailing methods for reanimating corpses into soldiers. The Undead would fight without thought, but would live a tormented existence, their every moment filled with suffering. There are those that would frown upon using these methods, but following through
DivineWrath
Maybe I went a little too far on mocking your Socrates project. Perhaps I over reacted. I was pointing out that I wasn't just some random person who after after reading a little wikipedia, thought that I knew everything about philosophy or, in this case, ethics. I had actually read and studied various philosophers such as Socrates, Aristotle, Hobes, and Kant. Oh well... Thanks for the apology Wheeloffire, and sorry if I over reacted.
Salesman is a very tough job. You should have at least tried it once in your own life before you can criticize someone that does this for a living. I'll keep that in mind.
I grabbed this random event from: https://www.galciv.wikia.com/wiki/Random_event Earthworms Search parties from the colony vessel have reported the existence of strange worm-like beings on the planet that feed off the soil's nutrients. While not the most advanced form of life we've seen, these planetary worms seem to congregate in small scattered colonies and can communicate through seismic vibrations in the soil they are rooted in. How shou
My teacher makes the point of teaching us some of the more advanced material which includes reading the reprints of the original books, and not the books written by people who read the reprints and think they know the stuff. Wow. Please specify if you want a medal or a chest to pin it on. *Stares at Wheeloffire*<
There is no fourth alignment and there sure isn't a "forth" alignment. You are either good, evil or neutral, period. If you make neutral decisions during random events, you have made... wait for it... a NEUTRAL decision. That qualifies as a _choice_. 1. Sorry about the spelling error, I ussaully catch these things before I post. 2. I was making a point. You can remain undecided, by not researching "Xeno ethics", throughout the entire game, and possib
P.S. ---------------- Why does almost every ethical decision exist only to punish any attempt to be good. Some decisions only provide bonuses if you select Neutral, or Evil, while leaving Good with nothing. Others, provide penalties if you select Good. I don't mind losing some predefined cash sum here and there such as -600 bc, but an interest (Economics) penalty can really hurt. Also, why must there be 3 choices. Can't there be some magical 4th choice that might benefit good pl
As most players know, there are 3 ethical decisions: Good, Neutral, and Evil. However, some players might not realize that there is a 4th alignment. Many have played it, but have never realized it. It is the "Undecided" alignment that every player has before researching "Xeno ethics". The benefits of this "undecided" alignment should be obvious. Every so often, you get to make an ethical decision. These decisions provides bonuses, or penalties depending on your choice, with evil almost
I find that influence starbases are most useful when you are trying to culture flip planets. -Is the InfSB a SOURCE of influence in itself? -Both the MilSB and the EconSB augment the planets/ships within there radius. But an InfSB set up far, far away from any friendly planets can still expand your borders (and in many cases create 'pockets' of territory with the borders of opposing civs) and can get planets to flip merely under the pressure of their own
To turn on mods, load the game, and go to options. You should see game options, such as "use mods", or change (changes which mod set you are using). To create new mod that you can select, go to this folder. C:\Program Files\Stardock\TotalGaming\GalCiv2\Mods (Replace C with whatever drive letter your game is installed on, if its not C) Copy the Default folder. Paste it back into the same directory (the copied folder should be called "Copy of Default"). You should now be
When selecting abilities, pick and max out economics, then morale, and then finish up with population growth. This will provide you with a strong economy that will help you to survive any mistake you make. You can worry about changing your abilities later when you get more experienced. ...I also never have any clue how to build planets. Empty tiles is a waste of space. If you are not sure what to put in an empty tile, select an economic structu
-When I choose 'lucky' as a trait, it seems to make more of these events appear. Is this my imagination? I believe that it does. It should also increase the odds of getting good tiles as well. In the Dark Avatar expansion, it also affects the minimum damage your ships do. -If so, then am I right in thinking that, since most planetary events have a negative impact on 'good' civilizations, that playing as a 'good' civ it
Since you guys are on the subject, I have to ask. Have any of you guys noticed that sometimes, some tiles disappear after culture fliping or invading a planet? Another problem I've seen relating to planet improvements, is that sometimes all structures begin to upgrade. I'm not talking after you research a tech to unlock new structures. I'm taking about that any upgradeable structure will begin upgrading at random points in time.
It would be nice to be able to mod in new things. Currently, there is no way to create a starbase module that would increase the starbase hit points. The tools for doing such a thing does not exist at this point in time.
Hmm... thats odd. I ussually place a major focus on putting on lots of defense on my ships. My ships often have less weapons and attack power than the AI, but my ships almost always survive combat. Clearly, the AI isn't very good when it comes to designing ships with defense, or managing their industry well enough to compensate to your strategy. Please note, I tend to use medium hulls, so they have enough hit points to make the defenses worth while.
Military starbases can be pretty difficult to master. Their real strength is their attack and defense bonus is applied to any ship that meets the prerequisites (1 point of attack for attack assist, and 1 point of defense for defense assist). You only have to pay the cost for the modules once (per starbase that is). This means two things, 1 in order to gain maximum benefit out of the attack assist modules, you are going to have to use a lot of ships, usually small or tiny hulls with lots
I do have some problems with the ship designer myself. Let me list them. Miniturization: In order to determine your current miniturization score, you have to leave the ship editor. I find this annoying, because I like to include the miniturization score in my ship name. That way, I can determine which ship is bigger just by looking at the name. I would like the current miniturization score to be shown when you build your ship. No numbers provided for sliders and stuff:
I've done something similar where I started to build a power plant, then nixed it before it was finished, and then could not build a power plant on that planet afterwards. I reported such a problem back in beta. Its sad that this power plant problem have yet to be all fixed. I made a major effort to every power plant bug I could find.
*Woots* Good work! You guys deserve it.
Could you explain what you are trying to do a little bit more better? I'm not quite sure what it is you are trying to do. I currently have two guesses: -A: You're trying to create a module that serves as a source of income. -B: I' not sure... are you trying to create some sort of planet trade module structure!?! Either option is unlikely to work. I don't think you can swap starship parts with planet structures. The modding aspect of this game doesn't allow you
Most players of the game quickly discover it's extremely difficult/borderline pointless trying to run an effective military based around smaller ships, particularly on the advanced difficulties... Small ships are useless? What have you been smoking? Seriously! Have you actually tried using military starbases? With the right modules installed, they provide a terrifying bonus to the attack of all combat ships within its area of effect. This effect
I asked about the confusing aspects of the budget system recently. Apparently, they tried for something different, but it became too complex. The devs eventually developed the current system to simplify things. So if it feels weird, thats ok. It wasn't their first choice.
Try something different. Don't try to get every planet that you could get. Instead, try to restrict yourself to a certain area, such as getting every planet, good or bad, in a star system. After you have established your territory, build up you military before the other AIs have finished colonizing every remaining planet. With any luck, you should be one of the most powerfulest races early in the game. That should give you some time to figure out what to do next.
I agree. The AI doesn't seem to be very good when it comes to dealing with culture in general. It doesn't understand how to culture flip planets. It builds influence starbases, but the AI rarely places them close to planets that it could possibly flip, and it never upgrades them enough so that they could pose a threat. If you have read the forums for a while, you've probally noticed that most players usually capture planets instead of culture flipping them. That might be the reason why
Ok, thanks. I figured I would provide a friendly reminder.