Loupdinour

Loupdinour

Joined Member # 2630776
0 Posts 341 Replies 14,410 Reputation

From what chucksled said about troop module being added onto the ship, I'd only have to guess that a colony module would have the same effect. brycej, chucksled answered that in his post. Just like colony ship or a troop ship, the spore ship will be consumed upon use. I think one reason (beyond balance) that a troop ship wouldn't be able to be reused is the massive amount of damage it would sustain while entering orbit under fire of planetary defenses and perhaps even being us

6 Replies 4,068 Views

It's part of the Korath's Super Ability. It allows them to research a tech for a module to place on a ship. If you send a ship with this module to an undefended planet, it becomes a toxic planet in your control with VERY little of a population. No ground combat needed.

6 Replies 4,068 Views

The 'remove functional components on upgrade' option is on by default, so it will happen to anyone that hasn't turned it off. In any case, the lack of a colonize ability listed in the ship's stats does indicate that there's no colony module. There we go, that's why I haven't seen it... Is that dummy colony the way those blasted Terran ship designers can get two colony modules on their stock ships!!! Bloody brilliant...a fake colony. N

7 Replies 4,573 Views

He said that he followed the above instructions point by point, so it shouldn't be an issue of upgrading a core ship. Which brings me to question, I've never had a problem such as you mentioned with upgrading a core colony ship...did that only happen to a few builds? Launching w/o a message about people to place on the ship doesn't exist if you had right-clicked on the blue "ship complete" notification the week it showed up as it'll launch with the default amount. Mind

7 Replies 4,573 Views

I'd recommend keeping a small reserve (3, 5?) of defense spies unless you already have overwhelming economic superiority. But then I'm obsessed with making sure no AI ever gets even Low intelligence on my empire. Or just sacrifice 1 tile per planet for the counter espionage building to negate the need.

14 Replies 10,800 Views

Can we have options to remove survey ships from start? Those are really annoying and Eye of Galaxy(?) wonder (that which gave survey to all vessels) is useless.. except points. How about a ship editor to main menu so we wouldn't need to star a game just to make ships. I think they've mentioned that in the 1.7 patch, anomalies will reappear/regenerate in the game. The wonder you're thinking of is the Gal

246 Replies 177,644 Views

My best guess is it's a constructed item. All depending on it's ramifications of it's attack, I'd expect it to take weeks and many constructors to build one. Perhaps a full-fledged military star base can get upgraded "ala the way asteroids get upgraded) and then eventually....BOOM.

7 Replies 4,037 Views

~waits for it~ OH, there it is...THE END, now we can say it guys lol. Great story, cool ending. Now, I'll be waiting for the sequel involving the Korath and the 'mysterious red ship'. I think if Steve though the Yor were a pita to fight as a mudfoot, I can't wait until he gives it to the DLs. Teer-Quan or no, that'll be a good fight.

140 Replies 402,664 Views

I was thinking of a more 'permanent' hit akin to the 'warmonger' hit, but just with that race. As you said, there is only one reason to break a NAP, but that reason will put you to "At War" status anywho lol.

2 Replies 4,884 Views

What version of gal civ2 are you playing? Dread Lords or Dark Avatar? I believe it was in DA that there ended up being a check box (somewhere...I'm not at home to say where it's at) to keep all current modules on the ship when doing such a thing in the shipyard.

6 Replies 5,427 Views

Would it be advantageous to include a NAP into the treaties section? Just a way to say that both races agree to not attack the other and it'll improve relations between the two races. A NAP would have to be broken at least 1 week prior to a war declaration and would have 1/2 of the relations hit that a broken alliance would have.

2 Replies 4,884 Views

To any devs reading this, this should be awarded or something. Give it a link on the front page, it deserves it. Well done Themocaw!! Seconded!!!!!

140 Replies 402,664 Views

The loaded game influence bug has been around a bit. Once a recalculation of influence is needed it corrects itself. In a recent patch it seemed to have been fixed, but I think I've seen it return as well. A fix that I've seen is to have a constructor handy for when you load up. As soon as you get in, create a star base....anywhere. Upon creating it, it will cause a recalc of the influence aura and snap back to where it should be.

3 Replies 2,001 Views

In my instances, the planets were created by a mega event and I colonized it. Then the AI sent troop transports in and invaded my planets...weeks if not months later.

9 Replies 7,155 Views

I'm with Unkynd here. I had this happen to me nearly a month ago. My uncommented post: https://forums.galciv2.com/?forumid=274&aid=155033 I haven't found a way to make it appear on purpose (due to it being driven by the AI) so I haven't been able to send in a proper bug report or even a savegame the round before it happened :/

9 Replies 7,155 Views

One update from the first posting. I updated my sound drivers that night after posting. Didn't change a thing, I still crashed last night...same way. Had to try something lol. I'll give the beta drivers a whirl. If you don't hear back from me again about this, then it worked What was with all the "No files found matching mask" stuff at the beginning?

4 Replies 4,598 Views

pt2 as it got cut off Debug Message: Popup Manager Update: Updating window with ID=11 Debug Message: Popup Manager Update: Unhiding AlertWnd Debug Message: Popup Manager Update: Updating window with ID=13 Debug Message: Game Screen: Setting mode to 9 Debug Message: Popup Manager Update: Unhiding PlanetWnd Debug Message: Game Screen: Setting mode to 0 Debug Message: Game Screen: Setting mode to 3 Debug Message: DomesticTradeWnd: Cannot find OBJID DTrad

4 Replies 4,598 Views

I just had a nv4.dll (I think that was it, I forgot to write it down) crash. Here is the debug, sorry it's long but the crash wasn't until a while into the game. After the .dll msg I was able to end task and then reboot my machine...all while the resoultion and colors were shot back to the 80s Debug Message: Version v1.61 Dark Avatar last updated on: Wed Jun 13 14:10:36 2007 Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.********* System

4 Replies 4,598 Views

If by "efficiently" you mean "not parking influence starbases outside of their planet until they flip to you" then I don't got an answer. If you cheat and swap to another race, have them pay off the minor race to attack you maybe...but the word 'cheat' is in there. I think the biggest actor to get them to attack you is for them to have a bigger military rating. There isn't much reason why a minor race w/ two fighters will shoot across the bow of an entire armada of battlestars. NO am

1 Replies 2,634 Views

Certainly not a bad idea... unfortunately I lost my serial number in a recent apartment move (I found every other piece of my game right down to the receipt and the box it came in!), so I'm more or less locked out of the Metaverse until such time as I can locate that. In the meantime I'll just have to be jealous of everyone else's medals! Could you not just look it up in your account information, registrations t

17 Replies 67,246 Views

I don't think I've run into this of yet...the bug that is. I remember the rules were: If you already had one completed and... ...took over a planet with one built, you keep both. ...took over a planet with one in the que, you keep both. If you had one in the que and... ...took over a planet with one built, you keep both. ...took over a planet with one in the que, the first one built is kept, the other is canceled.

3 Replies 2,376 Views

I think I remember being able to pop out a 3B transport off a 6B planet w/o problems, but this last game of mine I was also seeing the same thing with only 1.5B getting on the ship. I found this out after my fleet of transports were ready and I declared war and sent my 1/2 empty transports to their doom. I felt like ejecting the guy who 1/2 filled those transport out the airlock lol. War was won none the less, it just took some time to get things re-situated mid fighting.

4 Replies 4,720 Views

Question on the Lease screen. The payoff amount is equal to the amount you would spend if you rode the loan out for the entire time. What incentive is there then to payoff? Or am I asking a question on something that is just a "look at the new UI for this"? If you didn't want to fully implement how much of a balance would be remaining on the loan, perhaps just a flat % off of the full cost if you rode it out?

150 Replies 105,989 Views