You can also close economic alliances (not sure about the exact name) with the AIs though you usually need to offer them quite a bit to get it. As mentioned before, don't hesitate to post more questions...
Noctilucus
Yep, lots of talk about bugs, memory leaks, imbalance, etc. from the looks of it. I hope they didn't take on more than they could swallow!
[quote who="Snarkotamus" reply="3900" id="2720239"] I'm starting to worry that it (Elemental) will kill off the activity here in the MV. [/quote] Not that there's that much activity that could be killed, unfortunately...
I'll add my 2 cents: 1) Try to get some technologies with an econ, morale, production bonus from the AI, purely by trading away influence points. With the tech trees being different by race in ToA, you can get bonuses from technologies that are not available to you through research. 2) When setting your taxes in function of approval, check the list of your planets: it's not necessary to have 100% or 76% average approval since the population growth is determined p
If only all this energy was spent to actually play the game and to rekindle the life of this forum / community... I can understand why people participate in it, but I can't see much outcome if we continue this thread for several more pages discussing back and forth. To me it's quite sad that Kryo has to step away from Elemental to interfere in this type of discussion (even though it's a sign of how far his involvement and ownership go, far beyond the release date)
[quote who="GmOOnii" reply="2" id="2581297"] ... This done in DA and I haven't had a chance to test this in TA. [/quote] Awesome trade! [e digicons]:)[/e]
So in the end it's quite a different approach, except for the one common factor of acquiring passive bonus techs and better econ buildings from other races. Meaning that inherintly, the Iconians seem underpowered compared to most other races, though it's still possible to win through clever tech trading. Best of luck!
You say it's coming... Could you keep us posted when the mod is actually released, I'm very curious to see this in action, great work!
Very quickly some additional answers / comments, hope these help on top of what GJDriessen & shuhelali<
I'm surprised that no one responded to this yet... 1) I don't remember exactly which changes were made since TA 101 but in any case the strengths and weaknesses of the races remain the same. 2) Weapons: - Lasers: smallest but most expensive - Missiles: largest but most cost-effective (i.e. most damage per cost) - Mass drivers: in between both 3) Terran early game & Terran advantage: You should play this a bit slower than the Yor (where you ne
Intrigued by this question I started a game of Iconians versus Terrans, Altarians & Krynn on a huge map, tough difficulty (usually I play on painful but as I'm not used to the Iconions nor to huge maps, toning it down seemed like a good idea) I have to add that my advise will not lead to great scores or a fast game; my style is rather conventional and slow so there is plenty of room for improvement. However it worked at tough difficulty so I'm hoping this will help as a starting p
It might help if the enemy fleet decides to attack your starbase first, but it will still not be a defense against transports. As LTJim said, have fighters with sufficient speed and sensors so you can intercept the transports.
[quote who="arunodayt" reply="4" id="2479526"] Quoting WIllythemailboy, reply 3 Another tip, don't try to split the difference when building an influence base. I don't understand as to what exactly are you saying - can you elaborate? [/quote] I think he means, if you have 2 planets, don't build the influence base in the middle between the two. Instead build the influence base as close as possible to one planet. Once that one flips, the
It's true that it has remained "broken" in DA.
I've read before that it also depends on how peaceful the galaxy was over an extended period of time. Which might explain why I get the Jagged Knife and the Espionage one so often, if I tend to stick to the same playing style. Haven't seen the Dread Lords in ages though...
4. I feel that playing different races makes the game much more interesting, especially if their strenghts / weaknesses almost force you into a different playing style. Adding more opponents and less minors also increases difficulty without having to go above "Tough" level. I would advise against mixing difficulty levels, unless you're using it wisely to better balance the game (e.g. put some of the usually strong races such as the Torians on "tough" while putting weaker races
[quote who="Fuzzy Logic" reply="6" id="2451663"]According to statistics, 548 US citizens are abducted by aliens every night. I'm not sure any government could keep such a massive number of aliens secret, they must be all over to be so active. [/quote] How many of those aliens would in fact be alcohol or a cover-up for adultery? [e digicons]:annoyed:[/e]
So it seems - I haven't had the Dread Lords in several dozen games now, though the Jagged Knife seem more active than ever...
If challenging becomes too easy, it's probably time to move on to tough + add a few more opponents. In my experience playing against only 1 AI is pretty straightforward, but a few more races in the game add to the difficulty: - more constraints in the colony rush - less chances of grabbing those precious resources - more chances of getting declared war on, especially if they start ganging up on you - more chances of falling behind in military / expansion / rese
Good point, didn't think of that! My playing style is also a bit (too?) conservative early on, due to the fact that quite often I go into the red during the colony rush so I avoid spending more until my income is positive again.
I would agree that the Torians make the perfect choice for mass-colonization; however in smaller galaxies I'm not sure if they are that strong. In addition I've found the Krynn to be about as strong an opponent as the Torians in many games. Lately I've tried the Thalans in large galaxies and they are quite amazing. Yes, the costs are tremendous in the beginning, but you can so easily out-research or out-produce the other races as long as you stay in the green. And both
https://forums.galciv2.com/104908 would be a good start for a new player. Once you've got the basics down, I would strongly recommend you to reach out to the forum members with more specific questions - my gameplay and therefore enjoyment of the game has improved tremendously thanks to the ideas of plenty of people here on the forum. And there are tons of topics in the "Strategy" section of the forum related to beginning pla
I would agree, in terms of storyline and explaining a bit why each race has such and such characteristic, they are interesting. But purely in terms of gameplay I prefer sandbox games as you have much more freedom as well as access to the full tech tree. I always feel a bit constrained by the limitations of the campaigns.
Heheh, in fact it's close to 3 years now since the first Gal Civ II release ;) I'm not sure whether the old Ctrl+N bug still exists, but previously (DA/DL) too many times trying Ctrl+N would bring the AI down to its lowest difficulty level. Unfortunately the search function doesn't work well on this forum, but there has been plenty of discussion around that topic so the answer is out there somewhere. I would recommend never to ignore an approval tile on your homeworld. Once th
[quote who="arunodayt" reply="2" id="2439307"]About the first point, is it a good idea to keep your initial planet at 100% approval? It usually pulls me down to 10-15% tax rate, which over a lot of turns, can be significant. On the other hand, getting more population faster in the beginning has the least opportunity cost, since your income is anyway small at that point of time. Anyone else have any ideas? This forum seems so dead these days - there was a time when it was burning. <