If you look at them on the screen you can pretty much pick out the design modules used. Compared to some of the screenshots I have seen they are not complex at all. If you look, notice that the weapons modules do not match the description. Nearly all the weapons are lasers even whem they are supposed to be mass driver. They perform correctly but the visuals are incorrect.
Franco fx
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I haven't gotten around to naming my planets yet but I recall some of the conventions used in GC!. Some of them were Bysantine. I name ships in a way that keeps them in order. Prefix A=tiny B=small C=medium D=large E=Massive. This is followed by BS for beam ship GS for gun ship and MS for Missile ship. I have others for combined arms and work ships but you get the idea. I use colors and numbers for fleets, Red1, Blue2, Yellow1, etc. I also name the starbases to keep track o
In another thread I read that the AI is not building colony ships at the lower levels. I just played a tiny map at Normal and the AI (Drengin) colonized a total of 3 planets. They were bugging me early on for propulsion tech and I wonder if the new code is causing them to forego building colony ships until they have more speed available. Definitely seem dumbed down at the lower level early game.
I want to add my two cents to the request for a rally point disband option on the colony management screen. I also concur that it would be neat to be able to upgrade fleets or at least upgrade stacks of the same type ship
I think it is obvious that as far as buying colony ships and factories goes, some do and some don't. I think it can work both ways. Map size makes a difference On a tiny to small map I personally don't buy colony ships or factories early on. I set social and research to 15% and military to 70% this gets me a colonly ship evrey four or five turns on Earth. All colony ships are from Earth the new colonies start on constructors. If I don't get most of the habitab
I wonder..... Shadow mentioned Alpha Centauri above. In that game I got good enough that I could win without establishing a single colony other than home base. One I got air power I would just go out and get what I wanted. Have any of the power players around here evre won without a planet rush ? I seem to recall that some did in GC1.
delete dratted double post
This was even mentioned by a reviewer and it should be implemented. In any case I have already installed basic hull designs for all classes by using the battle of the gods scenario. I have them coded with a zero prefix to keep them on top of the list and I just add weapons, defense and modules and save under a new name. I like mine better than theirs anyway
Question??? If I have a planetary rally point set and I right click to launch, will the ship be automatically sent to the rally point? With out being certain it seems to be a hit or miss situation with planetary rally points. As an aside I am still having some problems with planetary rally points. There shoulkd be a screen to easily disband a rally point. If you have a starbase on a rally point you have to move a ship other than a constructor to the rally point in order to disband it.
I have tried a couple of approaches based on whether or not there are any bonus squares or upgradable terrain (more often than not there are none). My first approach was to build a couple of factories and then build the ROE. I got some satisfaction out of Mars having a dining out spot. Then I realized that ROE boosts planetary influence so it was wasted on a dinky planet like Mars. Recently I tried building 3 reasarch labs but without a factory the upgrades take forever. I
to strike that balance between complexity and fun That's it in a nutshell. For instance SEIV is a well conceived game but it is like playing around with the MS Access program. They have pushed the envelope on complexity with not a thought to making the game more fun. Stardock has the right idea and I hope that the apparent success o
It takes time and commitment. And, there's always the possibility that you are just not a game person. Read the manual, (several times), watch the tutorials, (several times) and read the forums often as time goes by there will be more and more on startegy. Number one, play the game. Like sports, reps will make the difference. I have had the same trouble with other games when the game premise is not interesting to me. In the case of GC2, MoO2, Starcraft and SMAC, I am such
The game default ships kind of suck imo by the time you get defenders or shortly after you can design a better and cheaper ship to keep the AI at bay.
I have seen two kinds of pirates. The first kind aren't that powerful They just have a huge number of hit points that don't seem to repair. (maybe they do but they never stop shooting long enough to find out) so early on they are unbeatable but eventually the hit points dwindle and they can be beaten. The ships I have seen use low power mass drivers and lite armor. I think they come along after the the first player gets medium hulls. If you have well defended and armed starbases they can easily
You must have the social slider below what you need. You need to cut back on resaerch at the start to get the colony ships built and factories going. Also make sure your spending slider is at 100% and your taxes as high as possible
Someone said it might not be a bug. There is no question it is a bug of sorts but it is not a bug that destroys the playability of the game. The Devs have admitted it is a problem but since it is not a game killer it may be a while before it is resolved. I assume there is no simple fix and they will get to it when they can. I don't like it but I can live with it
Just finished a huge map game. I was going for a culture win and had an alliance win in the bag for a long time. I had 73% influence and it looked like I was going to win it in the next 30 40 turns max. I got 3 xenophobia events in the next 50-60 turns. It knocked me back to 60% and I could never recover. In between the xenophobia I got one xenophile event but it did seem to have any effect. Finally just took a tech victory out of disgust.. Something like 150 turns and the phobia nev
I leave it for later. In all the games I have played, I have ended up owning it by colonizing later on or flipping it. Earth usually has such high influence it is suicide for another race to grab little ole Mars. They just can't hold on to it.
BTW it works with super projects as well. Start building a super project of 100 turns then immediatelly upgrade to a project of 105 turns. Voila, super project in 5 turns. The build times are just examples and could be any number. As long as the second project takes longer it will build in the time difference between the first and the second Honestly I don't use it (other than trying it a couple of times) because it is too anal playing around calculating the building times and it is
Some of the evil choices related to PQ and productivity are hard to pass up. The money choices are usually not such a big deal. Overall, when you research ethics, Neutral bonuses seem hard to beat. You get all the terraforming instantly and get more trade routes etc. The catch is, it will cost you for every evil choice you have made. In my current game I made evil choices early and when I researched ethics it cost me big bucks to choose neutral while I could choose evil for nothing.
If Mars goes to a minor it is probably lost forever. In GC2 they are next to (if not totally) impossible to flip. If it goes to a major it always comes back to me with or without culture base. It's just a matter of time that close to an influence giant like Earth
1. In GC1, the basic premise for space combat, was the biggest ship (highest attack rating) would win. Is this the same as GC2? Does making different ships with different components really really affect space combat. I know that you can get military resources that increase your weapon and defense...but basically as long as your ship tech was always higher than the other em
The minor known as the "I League" can get big and nasty. In one game they became the most powerful race in the end game and had numerous planets. As a player that tends to play a more peaceful game I wouldn't mind having some control on the minors similar to the choices in Civ where you can have none or raging hordes. If they are going to be there I would like to see them a little more agressive. I can sometimes use a little prodding to get me in War mode so I can hone my military ski
I have had some problems. The main problem is me screwing up some things but another problem that maybe someone could help me with is how to get rid of a starbase rally point that is no longer needed. I know you can click on a rally point and disband it but once you have built a starbase on the rally point there is no way to click on it. Clicking always brings up the starbase screen. Is there a quick key or somewhere that the rally point can be disbanded? If not,