10kLakes

10kLakes

Joined Member # 2573080
3 Posts 3 Replies 11,510 Reputation

I have the same problem. I have put together a collection of .obj into a folder that I call MyStyle. But --- I don't know how to get MyStyle into the ship designer! The ship designer does not give me a way to input MyStyle! Does anyone know how to do it???

1 Replies 7,866 Views

Was playing a game and I noticed that a planet I owned was not increasing in size after I added a farm to it. I sent Stardock a couple of SAV files showing this behavior. I got back their reply and I am passing on. "The reason that the population of Nidil I (and I noticed, a couple other of your planets) is not growing is that there is an additional cap on the population of a given colony outside of food production that is based on the planet quality. Basically, once the populati

1 Replies 3,874 Views

The custom race is at a disadvantage at 15 points. I once tallied up the abilities and starting techs for all the races and came up with a value of 20 points needed to put the custom race on a par with the average alien. File .../Twilight/Data/English/RaceConfig.xml is where the race specs are kept and, using Notepad, you can increase the value for the custom race from 15 to something more to your liking (18 gives a good game).

8 Replies 7,336 Views

Just finished a large/painful game on the TA Beta that had an interesting twist. I was a Custom race and the nearby Krynn (the most powerful race in this game) declared war on me. They had the upper hand and none of the majors offered me any help, but then a minor race stepped in and gave me "some of their finest starships". These ships were powerful - much stronger, in fact, in both attack and defense than anything I or the Krynn had. They turned the tide of

12 Replies 6,995 Views

Recently downloaded the TA Beta and played several games (large, painful). Saw several problems --- 1) On the Diplomacy Screen, the old problem of truncated cash amounts (I.E. showiing 234 instead of 2345) is still present. I hoped that Ver 2.0 would have fixed this irksome quirk. 2) A more subtle problem. I captured a Krynn planet, yet the game still maintained the Krynn's freighter route from that planet (the game acted as if they still owned the planet insofa

127 Replies 263,329 Views

Another point - should you capture a red planet (one for which you have not yet developed the basic or advanced techs yet), you cannot build anything on that planet - but you can BUY improvements and get their benefits.

19 Replies 7,801 Views

I agree with Radwen. I have never yet lost a fleet support ship. I put them on the smallest hulls I can - no weapons - no defenses - fast engines to keep up with the fleet - moderate life support capablilty (most battles take place along my borders) - very good sensors (the are the eyes for my fleet, I don't put any on my warships).

32 Replies 29,240 Views

Thanks for the opinions. The blitzkrieging, backstabbing, "I used to be your pal" approach of building terror stars next to the AI's suns while at peace with them is a novel concept. If the devs are alert, however, they can tweak the code to consider the building of a terror star in one's territory as an act of war. That would put an end to that tactic! I know that if you saw the AI building terror stars next to your suns, you might wonder what they had in mind. Would you simply say "Du

57 Replies 177,668 Views

Any one out there like terror stars? I just finished a game in which I used them for the first time. Here's what my experrience was. The game was on a medium size galaxy with everything random (I am going through each race in turn in TA to get a feel for each race's strengths in this expansion - opponents tough). The game set up as super abundant everything - lots of stars each having at least four habitable planets. I was the Drath and the Korath Klan were the bully boys. The

57 Replies 177,668 Views

Cheat mode - never thought about using it to get insight into the underlying game mechanics. Good way to do it! I have seen the AI throw out lots of colony ships early on in most games and I've scratched my head and asked myself "How they do dat?". BUT, if they are buying their ships on credit, why didn't that show up on the End of Game Summary??? As an aside on "How they do dat?", I recently had a TA game with everything set to random which produced a galaxy with everything ve

28 Replies 19,710 Views

So, some folks out there are using credit - nice to know that. As regards the AI's use of credit, I have never seen it happen in my games. Zydor, you say you've seen it a lot. Is it a level dependent thing? Myself, I've never yet gone beyond Painful. Also, how would you know when the AI used it? The End Game Summary only indicates how much credit has been used throughout the entire game, and does not tell when it was used and for what purpose.

28 Replies 19,710 Views

I've owned GalCiv2 ever since it came out and I have never had a game in which I have felt the need to buy anything on credit. More importantly, in all the games I've had, the AI have never bought anything on credit either (according to the End of Game Summary info). Someone obviously spent a lot of effort putting this feature into the game. Has anyone out there ever used it? Just curious.

28 Replies 19,710 Views

Today I saw an article on the ExtremeTech website that compared Vista w/SP1 against WinXP w/SP3 as a gaming platform. Previous gaming comparisons had shown Vista to be about 10% slower overall. According to this latest comparison, it now appears that Vista has closed the gap (but has not pulled ahead so that you would notice). There seems to be no strong reason to switch to Vista unless you want DirectX10. MS does not appear to be devoting a lot of effort on improving Vista, either. Ins

71 Replies 177,944 Views

Anomalies must play a part too, since I often get one that says the efficiency of my spies is being improved. You steal tech by invading and by having spies out there. My experience has been that the better stolen techs come via invasion, however.

5 Replies 4,832 Views

It has been my experience that if an AI is allied to you and also to another AI, they will sit on the sidelines if you declare war on that other AI. I made a post (#22) on the SUICIDAL=IMPOSSIBLE? thread in which I described a game I had in which I made use of this quirk.

10 Replies 5,439 Views

Isn't getting a keymap card printout discussion somewhat moot once you decide to remap the keys to your own taste? What would be nicer to have, I believe, would be to have the ability in the Keymapping Option screen to output a file of the current keymappings which you could then print out. Until that ability shows up, you could simply modify the file provided by Cubano AF (Reply #34) to keep things current.

51 Replies 128,204 Views

In one of my recent games: DA (painful) my freighters were bringing in over 3000BC which was about three times my tax income. I had no econ starbases nor did I have the Galactic Privateer. The freighters are anchored to the planet they were built on. I wish it was the planet they last came from instead. I also wish I could specify the the path the freighter will take as well (to avoid hotspots) even if it were the same path I used to get to the planet in the first place. With the trade

28 Replies 16,506 Views

I agree with Cityman's comments. The only time I've gotten any essential techs out of the AI is when I capture their planets. And, to me, playing at the highest levels is artificial because you really have to leverage the game mechanics. I play at painful, but with a twist. I posted what I do on the SUICIDAL=IMPOSSIBLE? thread (#22). I don't think many people play this game the way I do. I'm one of those people who loves hitting themselves in the head with a hammer because it feels so good when

22 Replies 16,046 Views