I've looked at it already, and was wondering why it looked half finished. Oh well, do a good job in updating it.
DivineWrath
Hi. I used to be a lurker on these forums. At some point in time, I started posting replies, and even created a few posts. Then Dark Avatar beta started, and I've become even more active since. The problem, I still haven't choose a personal icon. Without one, I appear to be some random poster. I feel that some of the information I provide seems to ignored, or not taken seriously because I'm not reconized. I really do try be helpful in my posts. I however, can't think of an icon to use.<
Some of the stuff you suggested might sound good in theory, but it doesn't mean it would make the game more fun to play. I suggest that you select a theme, like civ events, and work from there. Make sure you **EXPLAIN** why, and/or how your suggestions would make the game better. Otherwise, what you are doing is spamming ideas. The devs have much better things to do than to try to decipher your post.
You're welcome.
I never said "Influence victory". What I said was "Culture flip". That means, you spam influence until planets revolt to your side. Once a civilization has no more planets, it loses. When there no other civilizations, you win a conquest victory. This occurs, even if you did so by spamming influence. Don't think I don't know what I'm talking about. I did a quick test a few minutes ago. I used a tiny galaxy, and set the AIs to drool mode. I then spammed influence until all of the other ra
Try to culture flip their planets. That is the only way you can win at this point. If one of their planets have a re-education center, try to trade for it. If need be, offer them plenty of planets that don't have a re-education center.
I suspect that the "defenses stop mattering after stage X in the game" thing has at least a few signficiant dependencies on play style, or at least for tech-heavy strategies. For DL, I almost always played gigantic maps and it took the AIs until very late in the game to build single ships that could zap my fully defended bases. Some games I've pl
...Starbases are so weak that it makes no sense to upgrade them at all beyond whatever benefit the player is trying to get... You do make a good point in that line. If a player only wanted to have a starbase that improved economy, he is free to install only those modules. If the same player wanted a starbase that 'could' actually defend itself,
Could one of you devs take a good read over this post. I don't want starbases to be neglected in the expansion. As for everyone else, you first might want to read some of this thread. It talks about the changes in the combat system for Dark Avatar. Link After doing some thinking, this new combat system has some really dire consequences for starbases. Starbases are already vunerable in Dread Lords. Near
I'll be testing the power plants later. I found several bugs relating to it, and I'll be damned if it isn't working correctly by the release date.
I knew about item #1, but only noticed item #2 in my recent game. It involved the Drath getting that 10x influence event, and all the other races planets started revolting like a bunch of dominos. I declared war in order to prevent them from winning an influence on me. Unfortunately, they had nearly 3/4s of the planets at the time, and had a powerful military. My powerful ships were designed to fight the Thalans in a previous war, and were not suited to face the Drath threat. I
I've encountered this bug as well. After looking on the forums, it seems occurs only when you build something on an occupied tile. I've done some testing, and I found that you con aviod this problem by first decommisioning the occupied tile, then build your power plant. I hope this helps.
Generals and Family trees? 1. Last time I checked, each turn is one week. It will take a whole lot of turns to for someone to die. Even then, medical technology might have expanded the life spans of us humans to 500 years, let alone what it might be for other races. The Yor, being machines, are theoretically immortal already. 2. This sounds a lot like Rome: Total War, a game I hate. I would hate to have GalCiv 2 become another Total War game. **Shudders**
This is a problem for beta 2a. I don't know what you did, but you seem to have over-compensated when fixing the problem mentioned in this post. WWW Link Suffice to say, sometimes when you build a power plant, it isn't built, instead leaving an open tile after it is finished building. This same problem also occurs when building one of a kind stuctures such as starports. I'll try to setup a good
False Alarm! I've updated from beta 2 to beta 2a, and the problem has since disappeared.
I'm in the governer screen where I can select new ships for all of my colonies to build. I then notice the circled i on bottom right of each ship slot, so I click on it to check what it is for. The game then crashes. I loaded my autosave, and repeated to click on the i for the same ship for at least 5 times. It still crashed. I even tried clicking on the i's for other ships, and even started a new game. It still crashed. Could someone look into this? Please and thanks! <br/
I'm definately staying away from Sony this year. I'll stick with Nintendo. I've been playing Nintendo games since the NES days, and Nintendo hasn't done a whole lot to disapoint people during that time frame.
Sorry about any extra posts. The forums kept saying that my post was deleted, along with some other problems.
I've only played one game since I noticed this, but I've found a way to get multiple power plants on your planets. I assume that you shouldn't normally be able to do this. First: You research until the second power plant tech, Anti-matter. Second: You select the old tab, the one where you can build structures made obsolete by newer tech. You should find that the previous power plant structure, fussion, is available. In fact, you can build multiple fussion power plants. Third: Yo
This can be prevented by building a specific structure, which is unlocked by researching counter espionage. I'm not sure as to what its name is, but it prevents spies being placed on the planet this structure built on. I haven't seen the AI take advantage of it yet, but I haven't seen the AI spam spies either. Since the AI isn't so focused on spies, its possible they have yet to consider defending against it a significant concern. P.S. This is a yellow tech, unlocked by one of the diplo
I'm glad that an offical list features/changes has been provided for Beta 2. I'll do some testing and provide some input latter.
I've also noticed some new changes too. Such items include "No surrender", already mentioned, and "No super abilities". There is also a new fertility structure to increase population growth. I think there is also a new tech, called "counter espionage". Haven't researched it yet. I'll come back once I beat a game.
I don't mind AI that vicious in game, if I were to have the option to turn it off. In fact, I would enjoy the chanlege every so often. I however, would have a problem if the Dregin were that vicious outside of it...
One of them would probally have to move, or go offline for a while.