I had the same issue last night. Click on the ship in the ship list and bammo! CTD.
ubertaco
This makes no sense. In space everything weighs the same, nothing. So general physics wouldn't apply like that. An engine would move a huge ship just as quickly as it would move a small ship. It doesn't have to make sense if its a desired game play mechanism. Besides it does make some sens
last game i did have quite advanced minituarization tiny ships had 30 space for 2 logistics huge had 152 space for 8 logistics 8 / 2 = 4 4 * 30 = 120 120 Except that components also take up more space on larger hulls...
I hate spending a colony ship on the second planet in the home system. I usually just let another civilization grab it then have it rebel. I do that sometimes, though really that first colony ship is so slow that for it to get anywhere useful isn't really worth wasting the pop growth right off t
By the time I'm seriously invading anyone my transports have speeds around 20, so they can stay well back until I've cleared the enemy off of his planets, and then just 'lightning' in. They are only threatened when I forget to move them and some enemy fleet has crept up to them. I never bother with escorts. I never bother with multiple ship designs (other than occasionally having two different defenses) and I have never gotten to the point
To fix (or adress) the speed issue you could just have different default speeds for the different hull sizes. So tiny would be speed4 before any engines small speed3 med speed2 large speed1 huge speed0 (yerp) Perhaps you wouldn't want that large of a discrepency though.
You can get luck from one of the goverment parties, actually I think I use that one since they also give a morale boost. For me early game is all about morale boosts. I try to get the diplo translators to give me the diplo boost, then I just punch up +morale techs until I need something else. Ususally along the way you can trade to fill in some gaps, but the AI seems to highly value logistics now, which was annoying in my last ga
With such a huge +population bonus I can see that you would need to build farms early Ubertaco Yep In fact on some big maps where I don't turn up social spending for a long time, I'm buying a farm h
This method is particularly effective when on larger or more abundent maps when you really need to strech that money as far as it will go. This is one of the keys you need to balance. How long you can run deficeit spending while cranking out colonies and constructors. I've been playing with +70% pop
I'm absolutely against that. Why do you want to make it more annoying to ship your fleet of constructors or troop transports around? Freighters arn't such an issue as you proabably build only 20 or so per game, and haveing them faster just means you get your routes up faster, especially on big maps. Who can wait 100 turns for a speed 3 freighter to go across teh map to set up your trade route?
How to expand quickly... Well its pretty simple really. Step one. Send your slow initial colony to the planet in your system, unless there is another planet so close you can get it in 3 turns, or there are multilpe high PQs around (unlikely that you'll see them unless you took sensors as a race pick). Step two. Design a faster colony ship, nominally it will be speed3 out of the gate. Step three. Buy the fa
If he's evil he might be using some of the special evil weapons. The military resource starbase can boost your attack and defence values by up to 15% I believe, so that could make quite a difference as well. I think they can boost by 59% (or something like that, at least in 1.0X). Either th
Or you can just uncheck 'auto upgrad' and go to your planet everytime something finishes. Though it would be nice to know if the AI is using auto upgrade. I cannot think of any reason why it should.
If its a trade good it applies to your entire empire, though the effect only shows up on the planet on which it is built (as far as I recall, I don't usually bother checking...).
It sounds an aweful lot like some of you want the MoO3 PI system. It wasn't a bad system, but it also didn't really add that much more depth to the game, other than the ability to reinforce. However... assuming that the attacker doesn't wipe you out in one turn you can still reinforce by sending your own transports to the planets and dumping off more population. Though really PI is just a side element in GC, its not a main element. The m
Do you have any bonuses from racial traits? Do you know you get a +25% bonus for having morale >75% and a +100% bonus for having it =100%? He said no bonuses, but its not clear he factored in his morale. My latest games have been with +70% growth rate, and I keep my morale up at 100
PS: My regards to losing your comp... I think (hope!) you mean your condolances... Unless you're the one who stole his system...
Hmm, well maybe its my play style that makes this happen to me. I seldom get a dog pile on me (unless I intentionally provoke it) since I tend to make sure I have good diplo (usually by techs). My point though is regardless of the style of play I employ the AI should be better set up to take immediate advantage of its war declarations than it currently is. I cannot imagine declaring war without either the transports on hand to take at leas
Actually the fleet construction is better in the beta, they actually have some speed for a change. Its not even that they don't invade, its just that when you play as a complete pacifist there is seemingly no penalty once they do declare war (early game). It would be nice if every now and then they would grab some of your planets in a quick strike once they declare, rather than dorking around with a handful of useless fleets which cannot target anyth
So lately I've been playing with the 2nd beta and just completely ignoring building any offensive or defensive ships until someone decides to declare on me (all games with all ops on intelligent). Of course sooner or later someone will declare, but the problem I see is that they don't have much in the way of organization in their attacks. They might target a starbase, they might try to hunt down some freighters, or they might just diddle around with
The tactical battle AI could take pages to explain. In most space games, they don't have an open surface so there's plenty of choke points and a very limited # of places a fleet can go. In most land based games, you have mountains and oceans which create choke points as well. But in GalCiv II, it's open space which means that
Isn't the war itself enough of a penalty? I mean, really, isn't having to divert a significant portion of your money into military strength enough of a penalty? Let alone the possibility of having your trade interdicted. Why bother imposing more of a penalty on war than already exists? This is an iss
Just thinking about the way some wars get pointless, and the way some weaklings seem to like to declare for no obviously good reason. So I'm wondering if there either is, or should be some mechanism (ala war weariness from Civ) to tie warring more closely to the economy. Basically some penalty to morale (and maybe a bonus for some races, or depending on how the war is fairing) for entering into 'unwinnable' wars, or for wars which
Perhaps they should just make the focus add 50% to the capacity of whatever you are focusing on, and reduce the other by 75%. That way you cannot overshoot your research capacity with factories. So if you have 100 production and 10 research with sliders set 50/50 (so 50 production and 5 research) when you focus on research you wind up with 7.5 research and a reduction to your production of either 3 or the whopping 37, depending on how its
ubertaco, I know that the first part of your reply wasn't directed at me. I was speaking up on behalf of others. Even if someone is being "dense", there's no need to take that tone. Like I said, I respond in the same manner in which I am addressed. You can say that its better to be the 'bigger man' o