Running TA-3C 1) The AI seems to be grossly misjudging the number of troops needed to take a planet. I would have planets defenseless and at their mercy, only to fight off wave after wave of tiny invasions. The Iconians were notorious for this, usually mustering assault forces with double-digit numbers-- and, on one notable occasion, a grand total invasion force of FOUR guys. This gave a colossal advantage to the Korath, because spore-ships did not suffer from this difficulty. Is anyone
ADamiani
[quote] Iconian 90 [/quote] I still find this hard to believe.
[quote] So think about it. Is it really a good thing that by making the movies that you buy/rent cheaper, people litteraly go out of work? I think it's rather sad. Labor laws and workers needs are being replaced by customer satisfaction, and more profit. (I don't know if this is going on in the U.K. or anywhere else, but it is deffenitly happening here in the USA).[/quote] Yes, of course. I'm not sure about this particular instance, and I certainly favor strong labor laws,
[quote] Well, if you look here https://forums.galciv2.com/?forumid=164&aid=170595 you will see that in TA Ascension and Tech victory is no longer the same thing ... [/quote] Pretty sure that's not implemented yet.
[quote] Very interesting co-in-ki-dink! Why don't I get a mega-event where Pirates are actually powerful. I mean I got pirates once or twice but they are 5 attack 12 armour frigates while I have about 40 attack frigates. I've always regarded pirates as a minor annoyance and even that because they manage to get one of my trade ships every once in a while. [/quote] That's the MINOR event pirates. The Mega-Event pirates sends thirty or so 300+ attack fleets in to wi
[quote] My biggest gripe with Gal Civ 2: *Micromanagement Can someone re-assure me with examples that TA addresses this problem? Please? [/quote] Still seems to bog down in the late game for me, sorry.
It would be nice if you could flag a non-campaign game as a Dread-Lords match, though....
[quote]Though I can't do a tech victory now due to the previously mentioned ascendancy of the Blade.[/quote] Are you sure? I would have SWORN I'd won tech victories after minor-race ascensions in the past...
[quote] Techen, this is an old thread. The recent updates fixed this issue, there's no need for necromancy here.[/quote] This is NOT a fixed issue, if the minor races are not intended to obtain gross technological superiority. I just finished a game as the humans-- was going along fine, slowly winning the diplo-game. The best guns any major race had were gravity drivers. A minor race stole the Korath tech, I went to trade. It was like Christmas. I bought Hyperwarp
[quote] Terran Alliance: 50 Drengin Empire: 1 Altarian Resistance: 99 Arcean Empire: 50 Torian Confederation: 80 Yor Collective: 25 Dominion of Korx: 1 Drath Legion: 75 Iconian Refuge: 90 <font color
In what little chance I've had to play the Drath, they didn't GROW their way out of the population. They got out of it through war profiteering, when the rest of the galaxy fell at each-other's throats.
Yes, the turn button is (usually) disappearing with this error. I'll grab an .err next time it happens (it's usually fine in the early-mid game)
For a while now, particularly last game, I've been experiencing some odd behavior where the game will just.... stop progressing from turn to turn. I can interact normally with the interface, but can only select ships through the ship list, not by clicking on them. Giving them orders will set new waypoints, but they won't move. Quicksaving and reloading solves the problem for a random period of time, usually about a turn or two. I must have reloaded thirty times last game-- obviously, unacceptabl
Interesting! I didn't realize you could ferry population with colony ships!
[quote]The Drengin and Korath are too much alike. I don't actually understand why they're both in the game, since the Drengin come off as a tamer version of the Korath. [/quote] While there might be something to be said for increasing their gameplay differentiation, the Drengin split is pretty clearly a reference to the classic Starcontrol II-- where the alien baddies, the Ur-Quan, were a single race that had split into two separate groups, the greenish Kzer-za who wanted to enslave the g
I fully agree with you, it's completely broken-- at least for its level of frequency. It basically kills the influence path, and puts a 100 turn snooze button on military victory. I'd like to see it toned down somewhat to the point where defense is feasible-if-difficult-- as opposed to "OK, everything's gone, if you're lucky you may be able to make custom ships to take these things on at the top of your tech tree." Barring that, I'd like to see its frequency reduced. I don't mind it dis
Every game, I rush out early trying to expand, and I'm getting reasonably good at it. On a large map, I'm usually capturing the surrounding 6 or so planets, which is about what I need to stabilize myself with a foothold in the galaxy. The problem comes right around the end of my expansion phase, when I have to pay for colony maintainence, but don't yet have the population or trade to support it. I lose money hand over fist, and I'm forced to reduce my budget, raise taxes, and sell techs
Really? Because I could only clear them out with Massive, fully miniaturized ships that had 200 defense against their attacks and were firing weapons they weren't set to defend against. Maybe I need to go over the combat engine again. Either way, trying to save my starbases was a pretty futile, frantic gesture ("Quick! I'm buying constructors on all my planets. BUILD DEFENSES!") Drives me batty. I wonder, at about how many defensive modules can they actually protect themselves from th
Ok, so what's the deal with the Pirate mega-event? It's come up in the last three games I've played. Every time, it wipes all the starbases, ships and unprotected freighters off the map-- and then they sit around spawn camping me for the next several years. Now, I'm a peaceful kinda guy, so this is usually massively in my favor, but it feels pretty stupid for these pirates to have vastly superior numbers and technology. It's basically a really strong cue to focus on a diplomatic or
Woah there. What's this about a terrorstar victory condition?
Sounds great. When can we play 'em?
I think this is intentional-- but I would much prefer it if there were a "default" option. There are times I want a specific experience that challenges my biases (research first, productivity second, everything else a distant third), or I want to just pick-up-and-play without making a complicated series of cost-benefit decisions about the nature of my civilization before I start the game. I wouldn't want there to be no chance to customize, but I'd really like the alternative not to-- to just let
As an art student, I was hoping you might be willing to comment on the changes to the ship textures. Is that an increase in map size, the addition of bump or normal maps-- or just a whole lot of work improving the existing textures?
I'm curious about how the AI updates tackle researching &/or trading for the cure. And I'm kind of hoping that they'll now get ticked with you if you research it and hold on to it for months while you watch them dwindle away. It doesn't seem to. The plague hit at a time when I was doing 49% of research in an 8-player game, so I had it r
I'm rather having this difficulty as well. I find I've won several hours before I officially "win"... it gets a little tedious after a while.