Has anyone ever tried blockading enemy planets (i.e. surrounding there star with 8 scouts so nothing can get in or out of the planet)? I was wondering if this strategy would work to weaken the strongest AIs by blocking their trade from other races, or do freighters manage to get by this? Obviously the AI will have problems if you do this, since they cant launch ships, they will not be able to upgrade their starbases or build more than a certain amount of military ships. I havent actaully trie
Black_Shade
To make money build the following on a planet: Habitat Improv Soil Enhancement Terraforming Entertainment Network Banking Center Teleporters * (this is quite possibly the best improvement in the game, get it asap) Harmony Generators Stadium Stock Market Economic Exchange Fusion Power Planet Anti Matter Power Plant With all those built, your morale should be at 100%, youve got pretty much every economic building, and you can crank
Yeah, the populist (i think its them, the +20 morale/diplomacy) party is definately the best for going no military. Also take +60 diplomacy, that way you can talk your way out of any war. And colonize any planet above 14 PQ, maybe even 13, for these planets can still be very productive, and once you get terraforming, there around PQ 18/19 anyways. edit: also, might want to try the rare setting for stars. Just save game, enable cheats, use the reveal map (Ctrl+U) and see if there are
[quote]have any of you gusy replayed mission 3? Do you find it better?[/quote] mission 3 is much easier now, as the ships are restricted to sectors that they control at the start due to the BS having very small range. It is about on par with the other levels in difficulty now, and requires no new strategies (i.e. sending scout ships all over the map and preying that the ship targets those and not your transports).
[quote]You need all races still in existance to ally with you to get an alliance victory. [/quote] Edit: Nm, i got confused (i thought he said all races must be in existance, not all in existance). As gerakken said, all you need is to ally with the surviving MAJOR races- even if there is only 1 left. also, as previously stated, if you upgrade your galciv version to 1.20.xxxxx your scores will increase significantly, like 10-100x as many points as your getting now.
[quote]The best I ever seen RARE was a class 26 planet.[/quote] almost every map has at least 1 pq 26 on gigantic, at least ive found.
[quote]This is what you needCommunication Theory - Weapons Theory - Universal Translator - Nano Electronics - Diplomacy - Phasers - Instant Communication [/quote] and close relations as someone mentioned as well. To get close relations you need to send trade ships the AIs way or give them a LOT of tech. Trade is usually a better long game option, especially if you want to keep a tech lead.
[quote]There's an option to restart the mission now, if you click on the reset button on the campaign select screen.[/quote] i dont mean 1 mission, i mean all missions. If ive beaten the campaign, i should be able to replay any mission i want without having to replay all previous missions. (i.e. currently, you can only restart a mission you have a save on or mission 1, so an autosave at the start of every mission that doesnt get over ridden would be nice).
[quote]Black_Shade, it sounds like AP needs to make an AUTOSAVE at the start of turn one for every scenario in the campaign. That would allow players who miss doing this the chance to to reload that scenario if they quit for dinner/have a power outage/want to replay a scenario. Sounds like a good idea to you?[/quote] yes, this is exactly what i mean. An auto save at the start of each level that does not get overridden like normal autosaves- and have the save be labeled for that level (
[quote]I like several suggestions. From having "Capitalization" and "Luxury Goods" and "Private Yatchs" (with level/% improving based on tech know), to the redirects, to the governor sliders. I think individual planet sliders go against the spirit of minimal management of the GC game. Just my opinion, but as such, I would rather not see that even if you have all sorts of check boxes to over-ride governor settings and such. Other then that... I have always liked simplicity as well. That means, I
[quote]nicely described Star Pilot ... what really gets to me is that i cant get any previous betas to play and submit games, why stardock cant put some more successful betas on the side ?![/quote] because then people wouldnt be playing the new bugged beta and helping them fix the problems.
i also think there is some overreacting to this... i know the jedi thread was bumped because someone wanted to continue a story he had started there, i mean are we really offended that someone decided to finish a thought without putting it in another thread on another forum??
[quote]Maybe give some thought as to how to enliven the gameplay experience by being either more informative or else more cryptic in the texts? Maybe hints dropped as events, with no descriptions? Aka instead of "You control X, you will win in Y turns" like the standard game, maybe roll out the story in event windows? Triggers could be things like be meeting races, first build of mission critical ship types (colony ships, transports, constructors, freighters, warships) etc.[/quote] this
[quote]Do you have a save from the beginning of the scenario you want to replay? I had a mission 2 saved campaign game that showed up on my "Reset" menu, but I don't recall if it was generated by AP or I created it myself at the very beginning of Scenario #2.[/quote] no, i only have 2 or 3 saves for the whole campaign ( i would resave as i got to the next level). Thats why a feature allowing me to go back to previous missions would be useful.
yeah, the 2 new races, if left on their default, behave like the drengin ive found (cosmic bullies 2, 3) :)
yeah, the moral tips thing is very helpful, but ive found that ive never had moral trouble late game even on PQ 13/14 worlds. They never drop below 100% once i reach a certain point in the game (around teleporters/stadiums for me).
[quote]How did you get past this one? I just finished playing through it for the first time and damn that Excalibur is invincible!I tried everything I could think of but I couldn't even dent that ship, and with 10 moves one can't run away from it. even the two space sharks I liberated had no effect on this monster ship. As none of my ships could stand up to this ship I decided to try battleships to see if they would fare any better. By the time I got to battleship tech I was being overwhelmed by
Another idea is that once you have completed a campaign level, allow users to play a specific level that they have already completed. So if i have beaten all 9 levels of the campaign, i should be able to start scenario 2, or maybe 4, or ..... depending on what i wanted to play. Similar to Starcraft/Warcraft Campaigns, where once i complete a level i have the option to go back and replay it without having to go through all the other levels previous to it.
[quote]I also found that an alliance win was unsubmittable.In addition, although the campaign saves now showed up in save/load menu, they could not be deleted using the del button even though the del button would delete normal games. I had to exit game and manually delete the campaign saves from the campaign save folder.[/quote] yeah, probably has to do with them being in a different directories, it would be nice if the load feature only used the path for the specific game you were play
Ok, i tested my theory about the custom rules and found that even with NONE on the custom rules selected, my game still wont submit because it says its a scenario.
[quote]I've encountered a bug which is new to Friday's update, (3-27-04). I tried to submit a standard random game w/o anything changed (eg. dark earth, etc.) but when I submit, it tells me you cannot submit a campaign senario. I have submitted many games before with 1.49 but this is the 1st game since yesterday's patch. Anyone else having this problem?Nevermind, I've read others are having similiar issues. And yes, the game was a alliance victory, huge map, for 60k. [/quote] ok im
[quote]...I'm pretty sure the gigantic size is smaller, though I'm gonna check with a fresh CD install again just to be sure...[/quote] that certainly is a way to test it, but i do believe the map size is the same if not bigger. I could be wrong, and would like to know what you come up with :)
i dont think you ever need to dump population. Just build the moral boosting buildings on your worlds, along with the PQ bonuses. Sure the moral might dip to 60 or so once in a while, but once it finishes the next Teleporter/Entertainment Network/Stadium/Multimedia center, its back up to 100%. Once you build all of the moral boosters that you can save Virtual Reality/News Network/Medical Center, you should be permantly at 100% moral, even on starting 14 PQ planets, even without a moral galact
yeah, the minor races are the same as they were previously, except that a few of them have a new look as the caranoids or alexians had their symbols used for the 2 new major civs.
i think someone already addressed this briefly, but the Drath make there appearance into the campaign rather suddenly. The story line is already set up so that in the scenario previous to their arrival, you here of a cult worshiping (not sure if this is right, but i know that you hear of some disturbance) and your agents investigate (similar to the cult following in the normal game that turns into a minor civ). Instead of immediatly fighting them in the next scenario, why not have the