[quote]No more E-V-I-L space squrrels [/quote] You don't like that they are hoarding their proverbial nuts? haha [quote]Good idea wih the reloading.[/quote] Reloading was what seemed to cause it, although I did happen to build the eyes of the universe that same turn when they launched all their swarms of colony ships that were hanging about. So I can't say for sure if the reloading 'was responsible' or not. I'd have to test it out some more in games to come.
galacticdoom
Your influence itself (which can be seen on each planet, starbase) makes the IP's each turn, which are then used to so you can vote during the UP each year. That is pretty much it, it has no bearings on your boundaries or anything else. I usually use it during the first 1-2 years when playing maso and above, but that's it.
Just to add this in: I was thinking about putting the Torians and Iconians personalities to Generic also, so they will actually 'BUILD STUFF' on their planets, instead of leaving most of them empty. Just curious if anyone has any info, or has played against AI when on Generic personality to see if it makes the game a bit better or worse.
Ok, in order to have a more 'normal' game... I have set the Evil Civ's personalities to the 'Generic Setting' during game setup. I did this for the primary reason below: 1. Evil civ's do not expand, as Stardock said in a forum somewhere, they believe that they were only expanding to areas which were 'safe' from too much influence from other civ's, so that their planets would not flip. They said a fix would be out soon, but v2.0 has since come and gone, and still no fix. Recently Kyro
[quote]Certainly! And they could be from the planet Nasalon 4![/quote] Hahaha! [e classic]:lol:[/e] Planet names list for the Super Sniffers: Nasalon, Musinex, Naprosyn, Benadryl, Claritin Clear, among others. In other Super Sniffer news broadcasts: "The Nostril and Sinus Class Starships departed Musinex III headed towards Nasalon IV to reinforce their home planet, which was under attack. Claritin
Well, during my current game, the Torians and Iconians do not steal back the population that was taken through IW. Of course the bigger question here is: how do they even get the population 'back' after it has been killed??? Corpse reanimation? haha
[quote who="Zyxpsilon" reply="20" id="2039188"]You sentry against everyone (Neutral, Evil or Good, enemy & allies) but you guard to auto-trigger an attack when a real threat comes nearby. [/quote] I don't think Guard makes your unit auto move and attack a target, I've never seen this happen. Unless you meant, that the guard unit is the one that will defend if attacked, even if a tougher 'non-guarding' unit is in the same stack (not in a fleet). So if a weak unit is guarding a
Do you DW and SS always bring along 3 billion troops on every invasion or something? Haha... to simply never lose the invasion? Granted, I still take most planets with 2 billion, but kept the transports to invade seperate, so one could use IW to get high population down, then 1 to clean up using mini-soldiers. The Korath had alot of 12+ billion planets with pretty decsent morale, and higher soldiering than I, so it seemed to be what worked best in those situations. Granted, I could ha
[quote who="Henosis" reply="5" id="2039078"]super sniffing abilites[/quote] The Super Sniffers Super Ability Their unique ablity allows the super sniffers to have no need for sensors. They can smell ships coming parsecs away, even in the vacuum of space, and have a 10pc sniff range.
[quote who="Sole Soul" reply="3" id="2039084"] Doesn't work with Flash 10. Downgrade to Flash 9 or use your other browser with Flash 9 if you have one. [/quote] Ahh, thank you very much! I appreciate it, worked just as you said!
Well, with the Terrans diplomatic bonus's it's much easier for that civ to do. Trading Influence points does you the most good in the beginning of the game. For instance, to trade for gold. The AI will only trade small amounts of BC per trade, so you can't do it all at once. Put 100BC down to trade for the AI, then hit your IP and it will tell you what amount the AI will want. If it won't do it, then try lower amounts, like 50BC. Then just repeat. Same with techs, try
Is the site broken, going to my account, then images, brings up the upload screen for the avatar, but clicking the 'upload button' does absolutely nothing at all. I am not some computer retard either just to let everyone know. I have the latest macromedia flash and IE 7 with all updates for vista installed... anyone else have this prob? Or know some arcane workaround?
Or as they had in Freelancer, use mines on a very very small scale to prevent access to certain things like a wormhole. These mines would move toward you if you came close enough to them. But they don't have actual usable wormholes in the game (other than the survey wormholes, which are more annoying than anything).
[quote who="Alfonse" reply="21" id="2038892"] So, you're going to build ship-sized mines? Do you not see how silly that sounds? You may as well just build actual ships and leave them there. [/quote] And Obi-Wan says: That's no moon . It's a space mine.
[quote who="Alfonse" reply="16" id="2038747"] Says who? According to Star Trek, which is where Photon Torpedoes come from, they're just missiles coated in some kind of energy. They have guidance systems, propulsion systems, and track targets. They're not a "high energy ball". [/quote] Ok, per Star Trek, they are encased in a closing and usually consist of a warhead (photon, plasma, quantum, gravimetric, etc....). But they are not exactly guided, using some guidance system. O
As far as trade goods go... you can get them for so cheap from the AI, it's crazy, like aphrodisiac, got that trade good for a measley 500+ influence points (with the Terrans though).
Congrats! Suicidal can be tough... I'm on my way to winning in my first Suicidal game as the Terrans, but was not as difficult and I imagined it was going to be. [quote]I realized that it’s not possible without specialization (f.ex. “all-factory-planets”)[/quote] I did not go the all-factories or all-research path though, and simply went the build whatever on my planets (specializing certain planets of course). In fact, almost every planet only has
No, it's a known bug that Stardock has acknowledged. They said Evil civ's will not expand to areas where Influence from other civ's is too high (to avoid a flip planet situation). They said they were going to fix it, and hopefully they do. It is only noticable when playing on the largest of maps (huge, gigantic, immense). There is a huge discussion about it somewhere (under GalCiv II-Twilight category, called evil civ's not expanding). One way you can alleviate this, is when setting u
[quote who="Scoutdog" reply="13" id="2038679"] They are used differently, yes, but the same problem applies: the mine/missile is too small and expendable to support any type od "stardrive", and any ship that fired one while traveling FTL would just run right into it. Still, if I can suspend my knowledge of physics long enough to fire a missile, I could do so long enough to lay a mine. [/quote] A minefield, to be effective, would have to be setup right. A ship would know it's
[quote who="Alfonse" reply="12" id="2038618"] No, missiles are only deployed in "tactical" situations. Mines wait for someone to get close to them. That part is the problem. [/quote] True, but in space, when a 'missle' is launched, it would be traveling at the speed relative to the ship that fired it (or slightly faster). In order for a missle to catch a ship, a HUGE amount of force and thrust would be required to quickly accelerate (or decelerate, depending on where the oth
Setting the 'personalities' of certain AI civ's will avoid these problems, you can set their personalities during game setup screens, and change say the Drengin and Korath to Generic Personality, same with Torians and Iconians so they actually build stuff. But you lose some of what makes them 'them'.
It's Pinocchio!
[quote quoting="post"]Is there a mod or a setting that make them a little less stupid and a little more productive? I remember stories of minors taking over the galaxy but really I'm just wishing that they weren't completely worthless. [/quote] You're probably remembering stories of GC1. In GC1, every game I played, the minors would be just as powerful, if not more powerful than many other majors. If you weren't careful, a powerful minor would become incredibly strong
[quote]Just start a game, quicksave, then reload. Instant modified minors. I gotta run now, but I'll drop back for discussion on modding them up. It's pretty easy to do.[/quote] I usually reload the game every so often anyways, due to the majors 'stopping colonization'. I have noticed the Thalan do this, Drengin (due to the fact their personality trait is coded to 'fear the influence')... they stack up tons of transports on their planets and they won't leave. A reload sometimes fixes
[quote]No. From a reality standpoint, mines are a fundamentally bankrupt concept in space. It's simply too big to mine.[/quote] I have seen them though, with my own two eyes, so I do know that they are actually used. I saw them in Freelancer. [e digicons]:andrew:[/e] Each mine would have to have a warp drive attached to it, to be able to actually 'catch' something. I'm sure a civ would rather just park a fleet there instead. But seriously, that would also make things such as