You didn't understand at all... i meant that 'how' the technology was obtained is irrelevant. Time travel or no time travel the Technology is obtained and becomes availabe to use as is what happens in the game. Being that the point of the cheese is *how* the parts get to the hull, I don't exactly see what you've accomplished with this... <br/
ToS Iceman
I'm talking about the introduction of new technology, however that may happen is irrelevant. Have you even seen 'Voyager'? You wouldn't say that if you saw how dramatic the upgrades were to stop the Borg in the episode i'm talking about. Yep, I've seen Voyager. And no, it's not irrelevant, not to the point I was making. You want it to be irreleva
Use a spore ship on an undefended planet, and the population is wiped out, the planet becomes yours (with a tiny population) and the world turns into the toxic type (the Korath start with toxic planet colonization techs, but other races don't). These should only be employed on "habitable" planets, "domed" colonies should not be affected.
If you ask me, they were more neutral or even Evil, but in this game they were supposed "Good" aligned. Bah. They're not quite "good", they're "semi-good", since they start halfway between pure good and neutral (alignment 75).
Not realy, the critical factor is the technology. An example.... in Startrek Voyager, Janeway (the captain) appears from the future and provides Voyager with serious upgrades making them almost invunerable to the Borg. They did not stop off at a shipyard to make the upgrades, the critical factor was the technology. So you fight cheese with chees
If USS Enterprise had to return to a shipyard every time it needed an upgrade or refit we would spend very little time applying warheads to foreheads, which is our job afterall. So turning a blank hull to a colony ship in deep space is perfectly believable, eh? <img src="http://images.stardock.com/gc2/T_DL/smiles/Wink.gif" border=0 ALIGN="absmi
Upgrading ships saves you tons of $$$ over the legnth of the game. Turn 1 buy a blank cargo hull for ~450. Turn 2 upgrade to a colony for ~150 (numbers are not percise but close). Compare that to buying a colony outright for ~950. Sure it takes 2 extra turns but you will see the benefit immediately. This is an excellent trick, but it's a bit chee
Speaking of taking planets, when an enemy planet joins your empire through influence, the planet's racial ability and soldiering etc remain the native race's or switch to yours?
Unfortunately GalCiv doesn't focus too much on the "ship" part of a space strategy game, but rather on economics and colony development. It's more of a civilization building game. It's mostly eye candy when it comes to ships. Space Empires is way ahead in that department, it's got great ship design and tactical combat. Different focus.
Not with the revision of DA... the Millenium Falcon would need engines big as the Deathstar to get around (probably would cost more than the Imperial Fleet too lol) Hmm, they still do, don't they? They *had* to be nerfed (due to a design flaw basically) because of speed, not balance. <img src="http://images.stardock.com/gc2/T_DL/smiles/Wink.gi
Albireo Wodan Yggdradill While at it, shouldn't these be Albiero Wotan Yggdrasill (didn't check the whole list, just a small fraction)
I think he meant that he wants the AI to do exactly what you described, which is what any human player would do
Just a thought about Capitals. Maybe they should have something to do with your form of government. Initially, when still in Imperial, a centralized form of government, only your homeworld should be able to build Manu/Tech/Econ/Poli Capitals. When you research Republic, you can then decentralize your Capitals, and build them anywhere - that means, don't build them until you go for Republic, unless you really want any of them in your hw. Of course, the Poli Cap still needs Democracy. I know the i
Another example of the "miniaturization" obsession taken to the extreme, the Advanced Troop Module, in spite of taking twice as many troops as the basic module, is almost half the size! Cough! Everything relies on cost for the balancing factor...
Strange thing you start off with one such ship if you don't have the tech to build it... But that goes for the cargo (large) hulls too. The techtree, oh the techtree Actually, initially you don't have *any* of the techs required to build the survey vessel (medium hulls, sensors, survey module, advanced support, basic support, ion drive)! <br
The change is from a single project focus to a multiple project focus. Instead of world concentrating all industry on building a single ship and or planet improvement you have the option of distributing the building process across the board This can be done already, and that's what the sliders are for. The problem is you have to use the focus bu
Or does it just open up more productive squares on already habitable planets (boo!) Yep, in DL that's all it does. So the name is misleading... Approval decreases as population in a planet increases (it gets crowded in here...). <T
Some of these are good, some have already been discussed, others are just really bad IMO (like satellites, missiles, minefields and all that junk). -Spending sliders Get rid of them, why always be paying for industry production when you dont always use it? Tailor production costs to when you assign production. For instance you are building a scout, this scout h
You should research "Sensors 1" tech. It will unlock the survey module. You can make your own survey ships then. Strange thing you start off with one such ship if you don't have the tech to build it... But that goes for the cargo (large) hulls too. The t
One more thing that isn't new to DA, but wasn't previously known: So-called critical hits occur when a battle is not resolved within a set amount of time (50 rounds for single combat, 300 for fleet combat). When the time limit is reached, the game determines which side is 'tougher' by the formula sqrt( ( 2 * Attack ) + Defense + ( Current HP / 2 ) ). Whichever side has th
Really it makes virtually no sense to upgrade weapons when you have miniaturization Strange thing about this game, this doubling effect... and then there's the thing about the size of equipment on a ship depending on the hull size, but doing the exact same thing (dealing exactly the same damage or providing the same level of defense)!!! Except fo
That should of course replace the current Orbital Terraformer tech, which is somewhat strange, a terraformer in one planet terraforming *all* planets Besides being *orbital* but requiring a slot on the planet Which reminds me of the *Orbital* Construction part of the UI, where you have to actually *launch* s
Does this mean that, if you switch weapon types, you need to drain the defences again? Anyway, thanks for the heads up. Yep, but with different a value most probably. For example, if you have 4 defense in each type, that's basically a defense roll of 1-8 for each weapon type. When one is drained, the others are still up. The square root dependenc
Maybe adding a Terraformer module for starships (available with the Terraforming tech, or creating a new one like Environment Manipulation), so that you could create terraforming ships like you do colony ships. The terraforming process would occur automatically upon arrival of the ship, and would last for a number of turns depending on the initial planet type. Once the terraforming was completed, colonization could be started (with a standard colonization process). The terraformer would still oc
4) The rolled attack is substracted from the defences, starting from the optimal ones first (so beams weaken shields first). This is done regardless of whether the defences where effective so damage to HP also reduces defences. Once these are down, the attack is substracted from the squareroot of the other defences. This means a missile defence of 4 would be cancelled if a