Speed Sensors Soldiering The three "S's" of SucceSS
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I actually assumed this was a joke post. I mean, come on. Carriers, tactical combat, AND multiplayer in the same post? That's funny.
and tell the pilot that just attacked a us carrier that the gat. that just shot him down is minor i would use the name of the system but i don't remember it Most likely it would be an Aegis system. Aegis is a radar system on cruisers and destroyers. The gatling gun on carriers is known as the Mk15 Phalanx CIWS (Close In Weapons
The best thing to do is to make a ship with a large sensor radius (if you have the Eyes of the Universe wonder, all of your ships will have large sensors). Send it to the space between your territory and theirs. Order the ship to "Guard". The sensor ship will then sit there inactive until it detects an enemy. If any enemy ship comes in sensor range, the ship will be active on your next turn. So all you need to do is remember: if the picket ship is active, there is an enemy near.
I think "46852" is loooking for a module that you would add to a ship in place of a weapon, armor, engine, or support piece. An extension to Hardened Hull Design (like your Diamond Hull) will provide HP benefits to even an all-attack fighter. An HP component would force you to choose between adding another weapon or adding some HP to your ship.
I like starting against a wall or even a corner, as long as I have a bit of room. It is nice knowing you have a safe flank.
"On the Internet, no one knows if you are a dog." But we all know if you are a jackass.
Highest priority is attacked. Which means the biggest threat is killed first, which means that the AI automatically fights to reduce incoming damage ASAP. Which is why it's a good idea to protect battleships with little 5/0 fighters that get targetted first. I build my fleets the exact opposite. I design the ships so that the big heavy well
Here's what windowed mode looks like for me. I play with 1680x1050 resolution on my monitor, with the game set to 1024x768 and fullscreen unchecked. That's the Gal Civ II game on top, with a Web site open to the forums in the back
I start my shipyards building Cruiser Mk I. Meanwhile I am researching new components. One or two turns before my Mk I cruisers are due to launch I go into the shipbuilder and upgrade the design to Mk II with the very latest items. Sometimes the upgrades are significant enough to increase the build times, but usually the ship is done on time with the very latest technology.
I'm not sure if this is the problem for the OP, but here's why I have an issue with the "Turn" button. Note that I am still playing 1.2. It may be fixed in 1.3. When I start a new turn, the "Turn" button is still green, as if I have used all my moves. This happens even if I have new ships launched and with no destination. If I choose a ship and give it orders (or if I use the "Find" button), then the "Turn" button goes back to grey until I issue all the orders. Most of the time I c
It looks to me like you simply enjoy the management aspect of the game. The thought of trying to make 64 identical defense fleets and 26 identical assault fleets and stationing them along the borders of my territory would cause me to tear my hair out. It just seems to me (and I am betting to a lot of other people here) that if you took the production used in making all those planetary defender fleets and put it into offense, you'd be able to take out anyone you chose. heck, the Drengi
I don't fight wars in my own territory, i never give anyone the chance. So why do you need Orbital Fleet Managers and Planetary Defense structures?
Single letters don't save work. According the the Law of Conservation of Effort work can be transferred, in this case from the writer to the reader. And since no transfer of effort is perfect, there is always loss. So, while the writer may save a bit of work, he creates a lot of work for the reader. There's some math to back this up, but frankly I doubt if anyone here would understand it (mostly because I made it all up and it doesn't really make sense).
Population cap numbers in the colony manager screen: Earth 9.6b (17b)
I always thought it was odd that the UP only consisted of races that *I* had contacted
3. Ability to load/share ship designs in game (without a degree in modding). I don't care what technology it uses (Ajax or whatever) but here's what I want... from the shipyard screen I can click on "view other peoples designs". Without me being aware of it, a connection to the net is made (from within the game), and I get the facility to load other peoples models into my
I'd imagine that miniaturization bonuses would hurt pretty bad on a Gigantic hulled ship. Considering: 1) the effect of miniaturization is to increase the number of hull spaces 2) systems have a size based on a fixed number + a percentage of the base hull size If miniaturization takes the hull from 120 to 225 spaces, then a doom ray (10+6%) will go from taking 18 to 24 spaces and hyperwarp III engines (5+5%) go from 11 to 17. (note, size numbers are from Galactope
One thing to remember is that the galaxy type settings can really change the way you play the game. For example, if you set sparse stars in tight clusters, you end up with a galaxy with very defined areas of "ownership" with vast amounts of empty space between. Colony rushes are not that important and you have LOTS of time to stabilize your economies and work on social building and research. Mounting an assault on your enemies will involve either researching and building ships with be
It would be very helpful in the colony manager screen if there was some indication of the maximum population on each of the colonies. I love how the PQ/class indicator shows the number of unused tiles in parentheses. Maybe the population column could do the same -- currentpop (maxpop). This way I don't have to guess whether that planet with 9.0 population needs a farm, or if it just happens to have 9b people on its way to 13b. If there isn't room in the column for the actual
I love the idea of seeing a ship's range. Rather than a circle (or maybe in addition to a circle), I'd like to see a dotted or flashing line indicating the path the ship will take to reach the target. I hate it when I am moving a ship southwest (for example) and to get there it moves west and then south, which takes it within detection range of the enemy -- whereas if it had gone south and then west it would have been undetected. With a path indication marked out before I commit to the move,
I like the cinematic camera mode
Allocate more starting points to it, then!
Thanks. I remember the screen in the civ manager now. I should have checked it. I thought terrans would be neutral too, so no idea why I was leaning good even with evil choices. What exactly are the actions you can take to move alignment one way or another? Colonization events Militaristic others?
I have played maybe 20 games of GalCivII and never played as evil. I always seem to tend neutral -- as a big fan of research I love the NLCs. I did play a game as good, and liked the cool armors, so I wanted to try playing as evil once to see the neat weapons. I don't know why I chose Terrans, but I did. I took every evil option on the colonization screens, and even attacked an allied race to steal two mining resources. When I managed to buy Ethics and make the decision on alignment