I believe they're only supposed to attack things with weapons on them, but it's been so long that I don't remember if they actually avoid combat with you if you avoid combat with them.
Sole Soul
To my knowledge, that's one of the the things that is hardcoded into the game engine, the executable. In other words, no, sorry.
There was a bug in TA prior to 2.x where the autodesigner didn't take miniaturization into account, but that should be fixed. 60 attack on a tiny isn't that monstrous near the end of the tech tree, and there are no single guns that give +60 attack, so that can't be what you're saying. Ships don't require additional engine modules/sensor modules/etc to move, see other ships, and so on...the hull has basic values for these, and the racial stats of your civ fu
Since tech inflation in TA is significantly different than DL/DA, having not only a higher hard cap but increasing in large jumps rather than piece-by-piece, and considering that TA's galaxy-adjusted and rate-adjusted tech costs are more than the equivalent in DA (that is, a tech with an xml cost of 1000 in DA will cost less on the same galaxy/speed settings than in TA), it's very important to prioritize your first ~25 techs, ~50 techs, and ~75 techs. These thresholds are not
Secret Police Center does not do exactly what the description says; I forget the specifics, but it's effectively useless. I believe it's 20% for one planet. Harmony crystals are not bugged*, however you will have to re-adjust your tax rate to notice the approval numbers change, or force the game to update the numbers by opening Civ Manager and viewing your stats. Incidentally, there does appear to be a bug, wherein trade goods built by another race do not give bo
[quote who="mozzington" reply="2" id="2966569"]Hello, thanks for this. Do you know of anything else? I was thinking along the lines of the Civ4 War Academy. There must be over 100 articles on there. Do we not have anything like that for GalCiv2? Thanks.[/quote] There's the wiki , which is great for DL and largely accurate for DA, but as it&#
Well, they HAD to do something special for my birthday, you know. ;) Apologies, couldn't help but find the timing amusing. :)
Zarnick, I donn't remember the specifics, but the advanced modules act as a modifier on the targeting equation-something on the order of 25 or 50 times normal. While it's possible to have ships other than the module ship be targeted, it's not likely unless it's intentional. One additional caveat: Due to the way the targeting algorithm works, if you place no weapons on your module ships, they'll be targeted last. While not quite logical, this is presumab
-Use your miner ships to upgrade them, the same way you build them. -Just in the AoI, the area of influence. -For DL/DA it's generally Manufacturing Centers and either Research Academies or Invention Matrices. For TA, I'm not sure if the same rules apply-some costs have been tweaked, in particular both maintenance costs, as well as research costs to unlock said buildings. So you might be better off with a lower level of buildings for longer. -I believe all t
The weapons tree was redone somewhat for TA, yes. Someone complained about this quite some time back, and, lo and behold, I went to the trouble of throwing together a mod that gives you the DA weapons tree in TA. You can find it here . You're welcome. Feedback is appreciated. :)
As I understand it, the max CPU setting allows the AI to be run on a separate core from the other processes (if available, and IIRC even HT counts), which ought to show a "smarter" AI on a dual-core than on a single-core. However, I'm not aware of GC2 being able to use more cores than that.
[quote who="neilkaz" reply="4" id="2958249"]Newb question here please. I get these ethical decisions very often and are they always for the planet only or are they sometimes for the entire civilization? For example, sometimes there's a hermit and selecting the evil choice gives me +2% research? I presume that is for my entire civ since 2% is nearly irrelevant for a single planet? How do I tell if the bonus is for the single planet or entire civ? <br /
You pay half for a bonus. Asteroid mines add a flat value rather than a percentage, so they don't count-you pay full for them. This means if I have, say, 40 industry on a planet, with a 60% military bonus (and assuming I'm running at 100% funding and 100% military), I get 40*1.6=64 military out of it, and I pay 40 + 40*0.6*0.5 (60% bonus and 50% for what we pay) or 52bc for it. It gets a little more complicated if you involve focus, due to how bonuses are tr
As I understand it, you get the relations penalty only if you attack someone to whom you have given a treaty-if you have one of theirs, you ought to be fine. There are those among us who never give out their treaties for precisely this reason. For what it's worth, I can't remember the last time I was in such a situation, because I'm more concerned about the functional rather than the diplomatic aspects of said treaties. You are of course correct that treaties
[quote who="LTjim" reply="3" id="2944276"]The research and economic treaties give the receiving race an amount equal to 10% of the giving race's output in research points and BCs, respectively. Note, the race giving the treaty does NOT lose that 10%. The receiving race gets that amount w/o penalty to the giving race. [/quote] Note: The research treaty only grants research from [b]base[/b]* research. This means that rac
[quote who="GW Swicord" reply="6" id="2942245"] Quoting LTjim, reply 5 ... Also, if you build a survey ship or scout, be sure to use a hull big enough for a colony module and some ectra life support. That is so, if you find a bootylicious unclaimed planet, you can convert the ship right there to be a colony ship. It will start the colony with 1 (million) population. You can also convert it to a constructor, if you encounter a green or otherwise coveted resource ano
[quote who="JamelHughlel" reply="3" id="2935817"]I understand that the sliders "influence" the number of hammers per colony. BUt what is the base variable PER planet that the "hammers" are calculated from??? [/quote] The question that you're asking is what can you do to get more social production-and the answer is to build more factories. The math for the actual social production (and, incidentally, military production, although research is slightly different) is
TA (most current expansion) isn't actually that much different than DA, from a morale standpoint. Granted, you have 15 less morale on your civ capital (HW) than you do in DA, but that's only a difference of about 1 morale building early on, and less than that later. I imagine the main thing you need to do is research morale techs, or get morale trade goods-unfortunately, the non-Terran trees are not as good for either of these purposes. If, however, your experien
You could raise the difficulty...raise the planet count...raise the galaxy size. Technically speaking, lowering the research speed will prolong your game, but it might not necessarily have you at a higher tech level when the game finishes, which appears to be your complaint. It's also not exactly a good idea for TA because TA techs cost more anyway, even when the XML values are the same-particularly offensive techs, but really, all across the board, and inflation is worse, a
If you're playing TA, tech costs (relative to the galaxy size modifier, not the costs in the XML files) have been increased across the board; if memory serves, Gigantic/Normal DA is equivalent to approximately Gigantic/Very Fast TA. Apologies, I don't have my notes accessible. Playing on Immense increases tech costs further, of course-but it also increases your score, all other things held equal. However, it does [b]not[/b] increase your planet count-and in fact gala
[quote who="vaendryl" reply="8" id="2932416"]the way focus production works is not entirely clear to me, but it definitely doesn't cause you to "allocate all of a planets production points to either military, social or research". setting your slider to 100% social and setting focus on research does allow some research to be generated, but it's very inefficient. [/quote] For DL and DA, focus takes 25% of A and B and diverts it to C. For i
It's not a limit, it's a threshold. Your first 10 are free; every successive SB costs (SB #-10) * (150-trunc(1.5*logistics)) to build. What this means is if you have 100 logistics, all SB constructions are free, but as you normally cap around 57/58 with a Hyperion Logistics System, 100 is rather difficult to achieve in a "normal" game. Perhaps a more useful piece of information is prices at 58 logistics: 150-(1.5*58)=150-87=63bc 1st SB = 63BC,
[quote who="Shirley" reply="6" id="2546807"]In reality most serial numbers are not needed since Impulse will automatically install using them. In instances where you need to enter the serial in-game or to register with a 3rd party publishers website, the serial should be sent. If it's not, please e-mail [email protected] so we can get it sorted. [/quote] This is the issue I'm having. I need a serial for a game from another publisher that I bought an
Super Hive doesn't "increase your speed", per the description, of building a building-rather, it decreases the cost of any buildings that add base mp (Hyperion Matrix is counted, too)-which includes any factories they'll get via tech trading as well as their manufacturing matrices. However, as zoggy has pointed out, since power planets, et al, do not increase base mp but simply add a modifier to it, they are not affected. If you're curious (and haven't looked at
GC1 used months, which I (and some others?) felt was more appropriate. Interestingly, this appears to be where the 12-turn minimum legal game limit comes from in GC2 (or was it 12 is illegal, 13 is legal?)-with regards to the MV, of course.