One other problem, which I think has been mentioned before, is that the sum of the Starbase attack and defense values is incorrect on the main screen. Can I do something about it? What are the true attack and defense values, the numbers on the main screen or the numbers (as I defined them) on the Starbase overview screen?
SideMancer
By exhaustive trial and error I discovered that the order of definitions in the xml file created the problem. The first fortification module cannot be the first definition in the xml file or its successor is also immediately available in the game. If you take a look at the original xml file you can see that it starts with advanced fortification definitions instead of the Battle Stations module, thereby evading the problem.
i went to construct on a resourse only to find that there was a starbase there already Now that you mention it, I had that same problem.
you need 2 steps of Miniturization tech before you can cram a constructor module under a tiny tug. Wouldn't the lack of space be uncomfortable for a constructor crew on long voyages?
Personally I think democracy will evolve into something or die. Democracy works up until the masses start voting themselves bread and circuses... withness Athens. The bread and circus concept arose in Rome I believe, although Athens had a more democratic political system.
it's easy to make abstract generalizations; it's much more difficult to trace concrete lines of cause and effect. i'm certainly not up to it for this particular case. but if i may chime in with my own generalization, in this country (and others i'm sure) there's virtually no separation between government officials and private business. it's not necessarily that there's a blind worship of the new - otherwise we'd have made gasoline engines illegal when cleaner alternati
My 1st game i did gigantic scatered, i had over 100 colonies before i decided it was to much!! LOL, did you also put the difficulty on Suicidal? My advice would be if you like starbases but don't want to micromanage too much: Just build 8 starbases around 1 or two of your production/trade planets. This can give you about 200% production bonus for these planets
I have only tried it in sandbox games. It is correct that 'Battle of the Gods' gives you all the techs. I also tried it in a normal sandbox game, but with cheats enabled to research the techs one by one and I got the same result. When I have time (during the weekend) I think I'll just make two brand new modules named testblah I and testblah II or something, and if that works rename them to Battle Stations. I might have overlooked some tiny detail. The strange thing is that it does seem
As for the bridge collapse in America, well i am indeed suprised that could happen, given how scared any western gov/beurocracies are these days of getting sued. I may be wrong, but I have the feeling that a very capitalistic country like the US (compared to the Netherlands, where I'm from) would always sooner invest its money in new, profitable and bigger stuff than maintaining old infrastruce, sewage systems or people (social security). Government
I don't know how mod developers get around this limitation - some tech and items typically become available only later in the game, so you can't just start a quick game to test them out in the typical setting. You can play a Battle-Of-The-Gods scenario with all techs researched in advance or use the cheat mode where you can clone ships, get money, research techs with only a few button presses.
I am using both Tech_Requirements and Module_Requirements. So my Battle Stations module requires only the Space Weapons Tech, but Battle Stations II requires the Space Weapons Tech and the Battle Stations module. Despite these requirements, in Battle Of The Gods both the Battle Stations and the Battle Stations II module show up in the available modules list at the same time. In the same way I created Defense Systems modules, however they seem to function normally.
I'm creating an improved starbase defense mod, but one think keeps bothering me: I'm creating Battle Stations and Defense Systems modules in different versions, whereby each improved version requires the previous one before it can be built (using Required module). So I want to make it so that you can't build a Battle Stations II before you have built a Battle Stations I. However, when all techs are researched I can build a Battle Stations II, while I have not yet built
I also think 2 sets to the default view.
I've also played a Good civilization with spore before. My rationalization was that they were saving the lives of billions of their own soldiers... Bastard!
I was a bit disappointed at first about the weird dialogue which didn't help the immersiveness of the game, but I've grown to like it. Especially if you take the sometimes stupid (compared to humans) behaviour of the AI, combined with the funny dialogs it actually creates a consistent world of its own. And just as you thought you nailed the game again by manipulating wars between every faction, a couple of them surrender to the Thalans, making them the uberfaction which start to destroy my p
Nice. I've been wanting to ask this, but here's the answer already! Bookmarking...
First of all, thanks for listening to us. Reading through these posts feels a bit like a mob shouting gimme, gimme! But I can only add to that. Even though this complex game suffers somewhat from unintuitive mechanisms and game inbalances, the fact that Stardock continuously improves and updates the game, keeps me very excited about it and exept from multiplayer I will buy any expansion without q
I don't like the idea of early invasions. I think the aquiring of invasion tech is a turning point in the game where you change from only grabbing new planets to being able to take planets from someone else by force. It turns your faction from a survivor into a possible conqueror.
https://www.galciv2.com/Downloads.aspx You can download it through this link.
By first installing the download manager, Stardock Central.
is there anywhare i can download it other than stardock? or not? I don't know for sure, I don't think so. Why can't you download it?
Isn't true that the collectors edition can only be activated by downloading and activating the content via this website https://www.galciv2.com/CollectorsEdition ? Not true By updating to the latest version you get the collectors parts.
would you walk into a coffee shop, butt into a conversation involving people you've never met, and scold them for not talking about coffee? Where I'm from, you don't drink coffee in a coffee shop eiter.
I do admit that he has a point, although stated strangely. If you argue my point then I'm going to have to show you just how special I am. Don't make me do it. I like this one But I think we should just stop making these posts and respond to them (but I can't stop myself)
I'm afraid you're right on all points exept the dimishing return for the same route. I'm a fan of trading and would like some incentive to build a more realistic trading network, but creating one route is now the best thing to do, as you can protect it better and boost it with econbases.