Xrati

Xrati

Joined Member # 3021508
0 Posts 4 Replies 1,860 Reputation

Use population growth to reflect the 'Roman' influence rather then 'influence' modifiers. Rome had an excellent marketing system and the money flowed throughout the empire. Use a financial or banking system that will generate monetary growth. Roman Legions were well trained, so use a troop modifier for ground combat. Also assume that their combat ships would be armed (not with the greatest weapons) and well trained. A combat modifier will work here.

6 Replies 6,189 Views

I don't use mods. I just rollback to the previous turn and then run it and colonize. I've done this numerous times with different result on each colonization. I do use a PQ modifier for my race so I usually get 1-2 more tiles to start. I also have 2.03 ver but I do use a huge map. that may be the difference as there are many planets versus less. Basically, I can't answer your question as I don't know why I get it. It could be the racial modifiers, the game setup options, It could be just abou

22 Replies 13,081 Views

ToA latest version is where the planets are generated on colonization. I've used the ctrl-N a few times but the results seem to suggest a preset % amount in bonus tiles. BUT I use created maps where all races start with three planets so it's easier to see the changes in values over the use of ctrl-N where as one planet will not show you much info.

22 Replies 13,081 Views

Make sure you 'clean out' all of your opponents in the start menu. Once that is done all the races should be visible. As Kyro stated once a race is choosen all races based on it will disappear from the choice menu. (there can only be one) [e digicons]:D[/e]

3 Replies 8,782 Views

Rule One: Build only what you need. I build constructors I call ConFabs. No engines and built within a turn or two of the actual destination. Most of your constructors should be of this type. Then there is the Long distance Constructor. Designed to put bases out on the edge of my travel range. Extra support modules and engines to get there in a timely fashion. You only need these when your extending your influence or for your trading bases. Lastly, the "racer" construc

6 Replies 7,449 Views

You need to change the the racial number in the .shipcfg file and make sure that the .xml file is also present. Example: In your My Games/.../ships folder you will find these files. S0_UD_DD0.shipcfg and DD.xml Change the S0_... to whatever race you now run and the ship will show up. Ex S9_... will change that to an Iconian design. S0_ is terrain. Its better to use this in the template files as the weapons or other item

16 Replies 11,182 Views

Yes, stay away from the edge. Use planets in combination with asteroids to make "walls" when needed. Be careful with asteroid placement as to many in a system will make the map un-loadable into the game. You can use resources (until they are mined) as ship blockers also. If you're trying to make a 'great wall' forget it as the game AI will just get 'confused' as to what to do. Asteroids only slow down a ship, they do not keep it from going through it. I don't know what y

2 Replies 3,885 Views

Create a shortcut to the launcher. Drive:\GalCiv2\Twilight\TALaunch.exe Saving as a template will save the ship design, but none of the components(for that race only). This is what you want to use as you may get ships that you can never build again. I had a game where I captured three planets with hyperion shrinkers. Those ships will never be available again, unless I get the miniaturization level again. Once you play ToA y

5 Replies 26,682 Views

Check the link on your launcher and make sure it's going to the actual .exe file. If you want to R&D all game, either use a custom map or just set the game up for just two players. If you really want to "play the game," design your own ships and don't worry about the default ships. Nothing beats "learning the hard way" when it comes to design. The 'game built' ships have a flaw in their designs as they could never be designed by you in the same game. The AI builds slightly

5 Replies 26,682 Views