Maiden666

Maiden666

Joined Member # 3434576
0 Posts 259 Replies 4,512 Reputation

Yes, correct, but how do you explain the different names of your planets? In the Thalian system planets are named "Thala", "Thalia II", "Thalia III" etc and homestar "Thalis". There´s no "Thalia II II" or "Thalia II III"; as well as the PQ is fix, it doesn´t change... (anyway, it did change to the better to you, so nevermind....) After following those instructions I had the same results - changing the homestar-tag in the .raceconfig-file @ the MyGames-folder to "Thalia II"

11 Replies 23,707 Views

Aruno, did you use the instructions in the Kzinti-forum at the Core for the ARC? I used them at one time, too; and got the same results - judging from what you wrote "Thalia II II, Thalia II III and so on" I think the ARC didn´t work, because the description at the Core gives the wrong filepath. Jack once told me that any ARC in ToA will trip a flag - however, the only thing you can do is (and I think you have done so) is to change the name of your homestar in

11 Replies 23,707 Views

[quote who="tetleytea" reply="9" id="2447356"]1) About the population growth/100% approval, it depends on a lot of things and there is no general answer. I will say, though, that at all times having 100% approval for planets below 2.5B population is CRITICAL. Above that number, population grows linearly, meaning 100% approval will double that growth. But below that number, population is growing exponentially. Believe me, you want to double your exponential growth

14 Replies 69,863 Views

A solution for the future might be to (next time MV is up again) start some games and store the quicksave from round 1 on your harddrive - later on only loading the engame.sav in + submitting it. I´m sorry, I would send you one of my quicksaves here, but don´t think that might work Maybe you take up an old game where you just had one submit and try to get it down better - you will be surprised!

28 Replies 91,970 Views

I build usually a starport on small planets, a factory/research building (depending if I go all-lab/all-fac) and if some space is left then this is a good place for a wonder.... maybe those that the AI usually doesn´t research, so the small planets has alot to do until all tiles are outbuilt. Concerning the Econ-buildings: their benefit is applied on a %-rate, meaning, the higher the pop is the more $ will flow from one building; therefore their most efficient use is on wor

14 Replies 69,863 Views

[quote who="LTjim" reply="17" id="2444223"]In DA, there are three 30 attack modules for starbases, one for each weapon type, and three 16 defense modules, one for each defense type. If I decide to arm my bases, I generally use the two 30 attack modules that work best against the enemy defenses and the one 16 defense module that matches the enemy weapon type. [/quote] Interesting. I previously didn´t consider this for my starbases. I wonder if the AI&ac

21 Replies 56,959 Views

[quote who="WIllythemailboy" reply="16" id="2444151"] That is one of the tricks in this game that works against the AI, but is absurdly easy to get around for a live player (if multiplayer existed, of course). That speed limit doesn't apply to ships that start outside the starbase effect and outside your influence (or even inside, if they are launching from a planet). A single ship with one weapon and maxed out engines can fly in, pop all the starbases and then eat your fighters for brea

21 Replies 56,959 Views

Yep, the immense galaxy can be played in GalCiv II - ToA, but that galaxy won´t hold more planets than the gigantic one, and won´t give a better score multiplier. In fact, it might be harder to score better there due to the longer distances one has to travel.... Well, there´s alot about the scoring here I don´t understand either, and in now way can I give you an official answer why things are like they are; but the way the MV has been designed clearly has some

115 Replies 165,955 Views

What´s this with the starbases that mine the ascension-crystals - can they be upgraded? The info-field shows me "0/5 modules installed", but no constructor I sent to it would be taken in.....

21 Replies 56,959 Views

Right, this thread's rather old, but I have one stupid question to ask: How can I switch between the chapters in the UE from Kalypso? And I don´t mean to get the campaigns started (all the campaigns can be accessed via ToA); what I mean is how can I start/create a custom DA/DL game ? The "switch chapter" button on the starting screen below the "update serial" is not there! Well, at least, in the download version from SD it is there... but the Kalypso version is m

9 Replies 13,466 Views

[quote who="Bananaman1945" reply="100" id="2437535"]Just to clear this up, The person who started this forum said that the score cannot reach lower than 65% of the original, right? So, assuming that you score 10,000 points on an MV game, it will never ever go below 6,500 points? [/quote] I think so, yes. [quote who="Bananaman1945" reply="100" id="2437535"] And also, does the difficulty of the game add a scoring multiplier? [/quote] Yes. As well

115 Replies 165,955 Views

Because an early win is more difficult to do, assuming one plays without going massively into dept or leases. Oh, and if you mean the thing with score depreciation, I think it´s to give new players a slight advantage....

115 Replies 165,955 Views

and maybe we can start another challenge (as it seems nobody wants to try beat Motti's achievement...) here´s an obnoxious way to win: [IMG]http://img693.imageshack.us/img693/549/luzifer30ktechviczyw.png[/IMG] is a somehow meticulous game-play, ended somewhere ~35 round, still had ~15.000bc in $$$, but there where no more tiles left to built spheres....

924 Replies 1,565,529 Views

I´d like to join here - first time I beat the 20k mark on a tiny: [IMG]http://img693.imageshack.us/img693/1404/luziferdl23ktinyzyw.png[/IMG] was on DL, no spore be used but lots of $$$ anomalies, indeed.

924 Replies 1,565,529 Views

Anybody knows from experience here which is a safe date after which ZYW can be posted with DL 1.53 without toggling that nice cheat-flag? I read different info´s here: 12th round, Will April 1st trigger a flag? It´s round 13...

115 Replies 165,955 Views

Finally was able to finish a my first Suicidal, too; on DL 1.5 w Yor/ Gigantic/ all uncommon/ tech rate normal, with all AI opponents and 3 smaller races. As it turned out later there were only 5 unhabited extra planets besides the ones in the homesystems, which caused not a a colony rush at all. Needless to say I didn´t manage to grasp one of these, so it became just like homesytem vs homesystem... The sheer distance between the starsystems affected that game pretty muc

11 Replies 16,742 Views

I´ve noted that it´s required to enter a serial when creating a new player for MV. question is, is that player then bound to the game to which the serial belongs to? I got both GalCiv2 DL from Paradox, and GalCiv2 Ultimate from Kalypso recently; question is if I will be able to play with the player created for DL in UE too?

115 Replies 165,955 Views

[quote who="LTjim" reply="174" id="2420470"]On "Guard" - what has happened in my DA games is that I am given a chance to attack the enemy unit/fleet with my unit/fleet set to "Guard" BEFORE the enemy can attack the base. If i do not attack, the enemy can go ahead and attack the base. [/quote] Is that done then during the auto-turn? like, an enemy ships arrives for the starbase, the auto-turn halts and gives you time to choose the enemy ships to attack with your guardsh

182 Replies 760,623 Views

I think tech-trade should be revised. what point is in the fact Yor can built an Arcean Weathercontrolsystem when Yor are machines who shouldn´t have to care about weather at all? Or Torians built Drengin SlavePits which they would never do for they were there held as captives previously... at least there should be some penalty to using alien technology. it would make the different races development also more individualy...

132 Replies 368,472 Views

and I really like to idea that taxes could be set to planets independantly. maybe there could be also an automated process be added to this, like "customize tax so that a planetary approval of N (e.g. 44%) will be set" beacause it can get boring when planets have not their full population yet to constantly backcheck each turn if the moral has sunken due to increased population, and manually setting tax rates...

132 Replies 368,472 Views

then, the "auto-attack" mode should be revised. right now, only enemy ships that are visible within sensor-range are recognized and attacked.... strangely, I can see protective ships orbiting an enemy planet even if that planet is weeks out of my sensor-range - and those ships are not targeted at all... furthermore, the should be the option that my vessel will ony attack enemy ships which are protective on a certain planet, that way would keep the planet open for invasion

132 Replies 368,472 Views

There should be some options open how ships are automated, like (a) return to homeworld when no further target is visible (b] mine asteroid until no upgrade is possible (c) always choose nearest possibility to mine or explore (d) avoid crossing enemy territory I´ve seen strange behaviour of Explorer Ships or Space Miners, esp. when you have >10 of them. Space Miners only mine the first module and then search for another target. I don&acute

132 Replies 368,472 Views

[quote who="LTjim" reply="5" id="2396863"] The delta is important because one tactic in invasions is to reduce the population by nerfing the farms (in DA, it's 6B), as you said, then using info warfare to bring some to your side. The number that come over to you depends on the morale on that world the moment it is invaded. hence, when using info warfare, one puts spies on any morale structures right before one invades. The enemy can neutralize the anti-farm spies

21 Replies 9,598 Views