[quote who="IztokBitenc" reply="16" id="2345331"]Hi! BigJKU, you obviously don't know that the AI stands for Aritficial Idiot. [/quote] [e digicons]:thumbsup:[/e] Great one Iztok! Plus the fact that in the case of chess, the AI can simply calculate all possible scenarios in the next few steps + assess the "value" of each of those situations. In an open world like GalCiv II this is not the case, so many variables, so many possibilities even
Noctilucus
The infinite replayability, thanks to the variety in maps, quite well-balanced races that were really different, the vast array of spells and units, going far beyond the overly used "humans, elfs, orcs" And of course the good balance between different tactics even if some at times could seem overpowered, e.g. would you go for a huge army of strong standard units, expensive beefed up heroes, massive spellcasting or summoning powerful creatures? Also worth noticing is the m
[quote who="GW Swicord" reply="63" id="2332670"] ... I don't remember any direct statements from dev-land on the wilderness theme, but it appears that there will definitely be indepenent ("neutral") cities. My two favorite old threads on the general subject are Independent Kingdoms and Will there be wild space. [/quote] Aah yes, the "will there be wild space" topic, that's probably the one I had in mind, well remembered :)
If you're going for the defense option, be sure to research far enough down the sensor branch so you see what enemy force is coming (in case they send attackers to wipe out your defense first)
[quote who="GW Swicord" reply="32" id="2319137"] ... I'm interested in how the game might manage to produce some truly massive battles, but I'm just as interested (maybe more interested) in having an end-game Ludicrous-size map with most territory either wilderness or controled by Independent Powers. If the basic mechanics enforce or encourage traditional TBS city-spamming, I'll be disappointed. You don't need wall-to-wall cities to enable battles like NTJedi describes. It's just a
By the way, a temporary solution to low morale could also be to ship some people from your homeworld to recently acquired planets. That way you don't lose any taxpayers and morale at your homeworld will be higher for a while.
Well, it would be relatively easy to figure that out by checking the AI's cash level (in the trading screen or in the rankings) when they're not building on those worlds. If it's close to zero and remains there for several weeks, their economy is in any case not ready to support more building maintenance costs.
Some more advise: 1) First get some production up at your home planet so you can produce colony ships fast enough. Consider rush-buying some but don't spend too much on those ships either: rush-buying early in the production process is extremely expensive. 2) Then go for some economy buildings (to avoid plunging into debt too soon) and a bit of research (to get to some nice 10% bonuses for social / military production / economy / morale early on) 3) When you'
[quote quoting="post"]... Races that seem to "spread it around", meaning tech diversification, appear to suffer most from this. However, those that stick to 1 or 2 branches appear far less affected, although I'd wager they still take a hit now and then ...[/quote] One of the first interesting posts I've seen around here on that topic, well done, especially bringing up the fact that most of the strange AI behaviour could be the result of the technology scaling! With r
Thanks Kryo, it turned out DA wasn't properly installed! I'm afraid I'll have to post back after I return from holidays as I seem to be in a vicious circle of verification: 1) GalCivII verification OK + showing as "recently updated" 2) Dark Avatar verification OK + showing as "recently updated" 3) Twilight verification OK + showing as "recently updated" If at that point in time I verify GalCiv II again (without updating or changing anythi
Sorry to put some pressure, but wanted to accelerate the process a bit since I'm leaving on holidays in 2 days - and I won't have internet access from there. So any hint, tip, trick or workaround would be very welcome...
Exactly, attack the star, not a planet. And I believe it takes some turns before a completed terror star can be moved, some additional assembly time or something?
Thanks already for the quick response! Please find below debug.err (from the GC2TwilightArnor directory): Debug Message: Version v2.02 Twilight of the Arnor last updated on: Wed Dec 3 09:43:09 2008 Debug Message: Could not open reg key HKEY_LOCAL_MACHINE SOFTWARE\Stardock\ComponentManager\Drengin.net\GalCiv2UL Debug Message: Could not open reg key HKEY_LOCAL_MACHINE SOFTWARE\Stardock\ComponentManager\Drengin.net\GC2EU Debug Message: Co
Hi, In the past I used play GalCiv II without issues (DA, DL, TA betas, various versions of TA). I just reinstalled TA (version 1.96.027, the latest one available) and immediately after the introduction movie, I get the message that " the instruction at "0x0071da97" referenced memory at "0x0000000". The memory could not be read ", crashing me to desktop. While this doesn't look like a problem caused by GalCiv2, I would be thankful for any suggestions on how to solv
I'll leave it to the experts to suggest which race and research order works best in TA for all-factory. There have been plenty of topics discussing this in the past (with the not-so-great search function it may be better to scroll through a few pages of the Twilight or Strategies subforums for threads related to all-factory in TA) I can already say that all-factory still works though it has become a lot harder: 1) Research is overall slower 2) The transfer of unu
See https://forums.galciv2.com/357086 where Willythemailboy answers this exact same question :) No need to reinstall the game, just change the setting when you start a new game. GalCiv II remembers most settings (except e.g. tech speed) from your previous game, so once you've changed that Team setting it will probably carry over to any new game you start if you forget to change the settings back.
I always had the impression that the AIs are programmed to exchange techs between one another but far less with the player, perhaps in the spirit that it's up to you to suggest such deals? Though indeed they could become even tougher to play against if they actively tried to buy certain technologies or planets from the player. With regards to the "growing too strong" thing, I have the same understanding as GW Swicord. It's a bit similar to when an AI is under attack and aski
I often use small hulls to give my military rating a boost early on, trying to stay ahead of the AI. Then I'll often research some miniaturization techs and better weapons. If at that point I do have some spare bc's it happens that I upgrade these small hulls with better weapons as these upgrades happen immediately, as opposed to the slower process of building new medium hulls. Especially if I'm rushing to have a spin control center, these upgraded small hulls come in handy :)
[quote who="Silverbeacher" reply="22" id="2249494"]rough start: only 80k. But I can resumbit once, and hopefully I can not make some of the same mistakes, like forgetting to have weapons on my ships to blow up those orbiters. [/quote] It's been quite a while but I don't think I've even reached 80K once, so don't feel bad ;)
You might have more experience on Crippling than me, but here are some answers anyway: 1) Does having a high diplomacy bonus keep the AI from being as likely to attack? It helps in that it improves your relations with each AI. However it doesn't do that much, after all diplomacy is only one of many elements in the equation. Setting up 2 trade routes and getting economy / research alliances from an AI will also help a bit. 2) Can giving out gifts get the AI off your bac
[quote who="Loupdinour" reply="3" id="2244570"] ... It's going to a good cause, it's going to the following foundations: Loup needs work done on his transmittion in his car, Loup just bought new cell phones and upped the price of his cell plan, Loup and wife need new glasses, Loup wants to take a friggin vacation. [/quote] [e digicons]:thumbsup:[/e] Now those are good reasons to work OT! There's very likely some psychological explanation for all those dre
Well, all races share some technologies but still there are quite some gaps. For example only few races still have access to all the diplomacy techs and the oh-so-important spin control center, whereas in DL / DA everyone can build a spin control center. And then there are races with unique buildings instead of the regular ones (Thalans no longer have factories or labs; the Korath or Drengin have much cheaper versions of factories; if I remember well the Arceans don't have e
[quote who="Zoltor" reply="6" id="2243769"] They should of more accurately explained how it works(in the blogs they wrote, and the interviews they gave), but basicall everyone has all the assential tech trees(however different races might have to take differnt paths to get said tech), but different races can get special unique techs(these techs are Bonus type techs, and although may make different aspects of the game slightly easier, aren't assential techs). [/quote] Are you
Hm, true, though after playing some games you'll be more familiar with the benefits of each tech. I've never used Galactopedia, but as far as I know it's designed to bring more clarity in the tech tree and non-tech elements of the game: http://www.kynosarges.de/Galactopedia.html Dark Avatar doesn't change that radically compared to Dread Lords but I agree it's good to get familiar with DL / DA before moving on to Twiligh
Well, I think the option "view more" and the ability to zoom in and out in the tech tree help a lot in getting a good overview. I'm not sure whether in Twilight of the Arnor you can still see for each technology what you need to research before; I believe this was possible in the earlier expansions. For the order of what to research, this will also depend a lot on the race if you're playing the Twilight of the Arnor expansion (it has unique tech trees for each race) and some