[quote]Please put 1.95 on SDC.[/quote] Seconded.
Mistralok1
Yes, it starts at the bottom and works it's way up the tree. I once received 42 techs- mostly trash, but a few that I could use.
Just to be perfectly clear on the issue: Will 1.95 *only* be available on Impulse? No SDC? If this is the case, then puh-leez give us a .zip. I had a bad experience with the beta; it never worked as it should, and eventually locked my computer up solid. I removed it, and had to manually repair the registry. I'm NOT going through that again. Stardock, I am one of your biggest fans, and I have every confidence that Impulse will be all that you say it can be. Unfortunately, I don't believe
[quote]Twilight broke the MCC entirely[/quote] No, TA just stopped it from doing what it was never intended to do in the first place. I haven't downloaded 1.92 yet, but I believe that it finally fixes it so that it does what WAS intended- making planets flip more easily/quicker...and nothing else. @Herodias: Why are you playing the Thalans as evil? The Thalans are a good race, and should be played as such. They get incredible bonuses after choosing good as their ethical choice
"spy-spam tactics wont work on small maps at all, and even on larger maps could take huge amount of cash you could divert to something else." The OP was talking about playing on the larger maps, and the number of spies that I recommended reflected that. On small maps it only takes a handful of spies to achieve the same result. By the time you get to that 29th spy, at 5500bc, per your example, you can easily be bringing in over 10000bc per turn. I know that some players can gen
[quote]Can someone please explain to me the actual impacts of citizen morale/happiness?[/quote] The major thing it does is affect your population growth. 100% morale will double your reproductive rate, 75% morale will give a 25% increase, anything down to 40% will have no effect (normal rate), and if your morale drops below 20%, you will lose population. If and when you research the higher forms of government, low morale can cause you to lose the vote in your senate, in which
[quote]How does influence make someone elses planet join your side?[/quote] When the influence that you exert exceeds 4X the amount of influence that the planet in question produces, there is a 'roll of the die' each turn, to see whether or not that planet flips. A skull and crossbones icon will appear above any planet that is getting close.
HUZZAH! I'm back in business. It was indeed the PSU. Thank you all again for your replies. A special thanks to DivineWrath. It is clear to me that you put some real thought into your reply. Your 'loose wire' comment is what put me over the top. As soon as I read that, I felt that we had a meeting of the minds, and that I was on the right track. Now that I have re-read my original post, I see that I didn't make myself entirely clear. The storms in question weren't here yet, they were on
[quote]What's this MCC bug you guys are mentioning?[/quote] The Mind Control Center is a planetary improvement that is unlocked when you research Xeno Ethics and choose evil. It is supposed to increase the chance that a planet will 'flip' to you. Up until the latest builds of TA, it did not. In fact, it decreased the chances of flipping. This was a bug, but it isn't THE bug. When you built the MCC, it would give you a 100% boost to your galactic economy. This was unintended, and was a h
The AI almost never surrenders to the civ that it is at war with. Odd behavior, but this is the way the game is written, so there you go.
Spies can be an incredibly powerful force when used correctly. Most people diddle around, and place them one or two at a time. This doesn't accomplish very much, and the AI can take them out without much trouble. Start building your cadre as early as possible. Set your slider at whatever your economy can handle, and forget it. Let them build up to ~20-30. As long as you have a healthy economy, you should barely notice that this is happening. When you get to this point, it's time to str
I'm waiting for the 17th myself. Does anyone know; will the $10 I spend on it be taken off of the final purchase price? As far as the DRM goes, there will be a crack out soon enough, so I'm not too concerned about it.
[quote]I do not use the MCC, ever.[/quote] I respect you for this. I have never used it in any game that I have played. I have never used any exploit in any game to gain advantage. I am honest in my private life, and I am almost neurotically honest in my gaming. These aren't meta games, so no one would know but me, but still... This is not to say that I think that any of the high scorers are being dishonest in any way. I believe that they are all players of the highest calibre.
I wouldn't really call this a bug. I would define a bug as an unintended behavior that negatively impacts the gameplay experience. This may be unintended, but it certainly doesn't impact anything at all- IF YOU DON'T USE IT. I would only call this an exploit under certain, very limited circumstances. In a tiny/rare galaxy, where everyone had 2 or 3 planets, then having a few extra tiles could make a difference. In the larger galaxies, it wouldn't give any sort of advantage whatsoever.
[quote]the good choice is always penalized; if you play an evil race like the Drengin or the Yor, is it the evil choice that is always penalized?[/quote] No. The evil choices in the game are almost always better. If you are an evil race, then you take no penalty. If you are going to choose a good race, then the only hits are: the high cost when you actually make your choice, and the potential hit to your diplomacy when dealing with the good races.
Spot on. I have a game going now as a custom/Altarian. You will definitely want to choose good as your alignment, for the bonuses. Also, be very choosy in your ethical choices along the way. Each time you take the evil choice, you will be moved farther away from good, which will cost increasingly more BC when you finally research ethics. What this boils down to, is how much bc is that worth to you? A 24% research bonus (especially with a bonus tile) will be worth a fair amount. A 10% i
Thank you all for your help. After a bit of reflection, and reading your replies, I've decided to go with my gut and send off for a new psu. This is an older agp system that I built, so I don't want to spend too much money. I found a Thermaltake on NewEgg for $30, (after rebate). It's only 430w, with a single 18 amp rail, but I'm hardly a power-user, so this should do. Thanks again. Keep your fingers crossed for me.
My computer went down last night, and I could use a liitle help diagnosing the problem. I pushed the button to start it up, and everything seemed normal. As it was beginning to boot, I left the room for awhile. (We had some storms roll through, and I was in front of the tv). After ~15 mins, I went back into the office, and the puter was dead. No power-nothing. No fans, not even the case fans. It was as if it had been unplugged. So what do you think? Is it the power unit? I re
This isn't a bug, just poor decision making by the AI. It does a much better job in TA.
Yes, Netriak did a fine job updating it to be TA friendly. You can find the latest version here:[link="http://library.galciv2.com/index.aspx?m=775"]WWW Link[/link]
Well Mac, I think that you are right. I can't imagine any legitimate reason for that type of behavior. If you have a savegame that reproduces this, you might want to send it in to Stardock.
The Korx have a tech called "Fortified Freighters". Once they research this, they can build a super-project called "Freighter Command", which makes all trade routes persitant. This is probably what you are seeing.
This happens constantly to me, and not just after a rush-buy. This behavior has been there in every iteration of the game, IIRC. Thanks for looking into it. It isn't a game breaker, but it is annoying. Congrats on your Redwings, btw.
The Galactopedia has a setting that allows you to choose which version of the game it reads the files from. Make sure that you have it set to TA.
Hmmm. What is your morale on that planet? If your morale drops below 40%, the population will stop growing entirely. If it drops below 20%, you will actually begin to lose population. As far as the transport thing goes, I have no experience with that tactic, but it doesn't seem like this would have any effect.