[quote]Dark Paladin... are you kidding? They just strap the frozen colonist on the *hull*, and then *each other* once all the hull is covered. It's space. And with everyone frozen, who cares how long it takes to get there? Or how long it takes to unload them and warm them back up later.[/quote] Yeah. So what if we burn up a few million colonists unlucky enough to be placed on the outside of this huge massive mound of flesh around a colony ship on reaentry. It saves the cost of a heat
Captain Jack Sparrow
Nope. It's single player only. But you can play your games and submit your scores to the metaverse and compete with your friends that way. To sign up for the mata, click on metaverse on the top up there to the right of forum and then hit register on the left once there. And you can sign up for an empire too. Welcome If you don't mind spoilers, the strategy forum is great. Stop by Tortuga in the empires forum and say hello. Above all, show those aliens who's boss.
Good luck to you too. Be sure to check out the empires forum. If you want strategies, be sure to check out that forum as well. I warn you there's some spoilers in there so if you like to discover things on your own, stay away. There's plenty of empiring fun to be had. The most feared space Pirate in the meta, namely me, welcomes you.
[quote]I recently had a game that in one single turn, both The Fundamentists appeared flipping several Yor and Dregin planets and the Altarians had a revolution that formed a whole new empire. Needless to say the influence of the map really changed dramatically. Luckily I was good at the time. This kind stuff is what makes the game great. Never a dull moment. [/quote] When they don't happen, I almost feel cheated.
[quote]B) This event can be used to your advantage if the other evil civs are too powerful. [/quote] Here's a fun little suggestion for a game or two of fun. Set all alien civs to pure evil and watch the sparks REALLY fly when the fundies come on the scene. HEHE.
[quote]A) The Fundies have always been in the game and are often some of my worst enemies. However, if you keep your morale up most of your planets won't flip.[/quote] Technical note. The fundies have not always been part of the game. They were added in 1.035 or 1.4 somewhere around there if my memory is correct. They only affect evil civs. If you're neutral or good, they won't take any of your colonies. If you keep your morale way up, they take fewer planets. Sol seems to nearly
[quote]Ah but you gain an imprevisible AI. The most intelligent opposition is useless if it leads to a predictable AI. Once you have figured out how to defeat it, every game becomes pretty much the same.[/quote] Exactly. They indeed changed some of the alien's tech tree's at one point. I just changed mine to take advantage of that within 3 games. [quote]Where the game falls down is not in the design, but in the AI's inability. The GC AI has no ability to pursue the non-mili
[quote]And keep in mind, even under SMAC's "blind" system, it allowed you to concentrate on what "general" things were of interest. That allowed players like me to turn on and off the "general" areas to easily guide research to the exact techs wanted, with only a minor speed bump of a different "random" tech along the way.[/quote] Yes, it did. But there was no picking involved. Only the category. And you had to be very careful, however, there were a few cross category prereq's. Yo
[quote]With or without Trolls your bridge? [/quote] Well I've got 3 goats here, so I think I'll be needin the one with trolls.
Why no no no no. It's not an attempt to advertise, Pay no attention to that font size 20 snazzy graphics. Pay no attention to the fact that post 5 reiterated the same exact thing and bumped it up to the top in advertising fashion. It's not an advertisement. Yeah we all believe that. Now you also said you had a bridge for sale?
[quote]The instability problems, lack of features I expect, and indications that the basic game will no longer be updated in an effort to push sales of AP are all reasons I am considering going back to MOO3 and see if after all this time they ever have corrected the screwed up thing. After all, galciv is just MOO with the ship design left out, and a lousy interface.[/quote] Galciv is more like civ then moo. And correct me if I misinterpret but are you calling Galciv's UI lous
Also take a diplomacy pick. It makes the bribes more effective.
Try building banks and econ exchanges earlier than you normally would. Also try to bribe them BEFORE they make a demand. It goes much easier.
It's worth 9 bux to give it a whirl. Moo2 is also worth the bargain bin price to give it a whirl.
You can look at the true pq of the planets and abort the colonization. Just hit ok, then instead of hitting a planet to clonize click on the map just by the system, and the colony ship reappears. You then click on the system and it shows you the pq. You can then click on your ship and right click the system to colonize, or send it somewhere else. Also, you can click on the system before you colonize it and it will show you the planets in it and their pq. In general, mid game if you see an
[quote]Volume #1 = EXCELLENT!! [/quote] TYTY since you liked it so much you may now thank me by ceasing to submit for the entire month of march. P.S. I plan to write one for the war every other day or so, but I'll be a day or two behind so I can see what the scores are.
[quote]I actually had an idea a while ago for putting carriers into GalCiv, and then restricting fighter-type ships and missiles to a range of 0-2 (from a planet, starbase or carrier), for much the same effect. I'm not sure it would work quite the same way for GalCiv 2 though...[/quote] That would definitely be a great idea for Amm's and missiles. Give them very limited range say 1 sector or less even And of course tie it to a technology ie Missile Frigate requires missile racks (hol
[quote]BTW, another thing we want to do is something I don't think MOO allows:Custom SHIPS. Not just custom classes, but the ability to have each ship be customized with what it's equipped with.I was imaginging scenarios where once in a great while interstellar traders from other galaxies might travel through selling some advanced weapon or defense that you coudl buy and put on a single ship to give that ship some special advantages over others.Kind of like in an RPG where one person in your pa
[quote]One of the few areas I can think of for improvement in a GC2 is navigating the tech tree. Its hard to see an end tech you want to head towards and research accordingly. It is much improved now that you can "click the links" to see what techs follow or precede the one you're interested in. However, a screen that laid out the research tree and enabled you to click on an end tech and have the prerequisites line up in a research queue would help (cp. CivIII).[/quote] I actually think
[quote]Great stuff, give us more[/quote] Details of the crackdown on Port Royale and the daring retaliation are next. But I gotta go make dinner now.. BBL.
Excerpt from "A short history of the first metaverse clone wars." Published In the New United States Colony of Tortuga approximately 200 years after The war. Volume 1. A prelude to war. Prior to the first clone war, a sort of peace among the earth empires existed. This peace rested on a sort of balance of power system where if one empire got too big, the others would tacitly ally to thwart the power of the largest. This uneasy peace was kept primarily through the use
I'll be posting stories on the war here. Threadzilla might not be our official communications thread any more, but she's alive and kicking. If you wish your empire or you to be included, sign up here. Yet another cheap add to the post count trick... LOL
Death to Mayito!!! Death to the Clone king!!! Death to shalom!!!! Long Live the Renegade!!!! Come join us like you know you want to. :D LOL
[quote]Long live Threadzilla!!!! [/quote] Long live the Renegade!!!!
They pretty much stopped production and research to build up a treasury. They may have gone negative briefly which forced em to as well. They then usually pull out with about 20 g's in the bank in about 2-3 turns.