Makuran against the Dread Lords - a middle game DAR (_during_ action report) It had been four or five centuries since the Shah-n-Shah had united the great clans, when the Boyars' armies had filled the skies of Makuran with arrows fired by the warrior caste from the backs of their Tarns. Now with rare exception the only Tarns were seen on the entertainment networks where they had not been replaced by machines used in the zero-gravity combat sports, now replaced in their turn by virtual T
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Wyndstar, I guess your results have just been different from mine. And maybe I am doing something wrong (though anymore because of past experience I mostly prefer Arceans, or better yet a custom SUper Warrior race). I read your AAR earlier by the way, very interesting. My large hulls in the game to which I referred were dreadnoughts with about 500 nightmare torpedo attack and a balanced 3-way defense of about 120 or so total. I _did_ only have one real large hull type design. Reading your des
First, the stuff that, while SD has done a great job with the entire concept of GC2, really should have been done long ago... 1. Bug fixes - hate to point it out, because admitedly SD support is mostly soooo good, but plenty reported that nothing has seemingly been done about in literally years? 2. Corrected and consistent descriptions of race characeristics, techs, weapons, buildings and effects. 3. Corrected and consistent displays of costs, incomes, etc. 4. The interaction of
anal (plz excuse the terminology), but what the hey...[HR]the 'grouped' techs (ie something - I, II, III etc)... usually, almost always, they are grouped ina single box, but sometimes and I believe erroneously they are shown as seperate consecutive techs, which means they do not 'line up' neatly against the branches above or below, especially noticeable for the weapon tech branches, which is where I think I saw this. sorry, forget which race so you would have to check thru all the files,
Good idea, and if you need a fully qualified idiot, well, here I am! I think, to use the term loosely, there are a lot of questions that always come up about the number-crunching side of the game (hence, not just a 'do this it works' but an explaination of why it works) in particular...[HR](1) tax/approval/pop-growth and rush-buy economics especially in the early game, and... (2) fleet combat and impacts on ship design and research priorities (including but not limited to an update
Following applies to TA, and based largely on my memory of one game.[HR]There may be some other aspects. I noticed the Lucky Ranger thing as well, but it is not just Lucky races that get them - they do however seem to get more of them and especially when in most dire need - it is for that reason in fact maybe a bad omen when you start getting a lot of them(!) (at some point they become not very good ships, albeit worth every penny you paid, unless you upgrade them). Try upgrading lucky ra
Also, once you start winning a war you will likely get advanced techs from somewhere down one or both of the other two weapon tech trees. Which means you will not have to research them or any techs preceding them (don't ever research weapon techs that have already been 'bypassed' unless you actually _want_ to build the lower tech weapon for some reason). So for instance you can research to Doom Ray yourself then go to war against a missile empire and steal Quantum torps or whatever and be only a
So you are the guy who did that. Man, nice job. Best part of the whole Wiki hands down.
I would absolutely veto this. A good idea, maybe, if combat worked differently. But larger hulls are definately already _not_ cost effective. In part because of the gang up and overkill way that combat works, and in part just because fleets with more and smaller ships are inherently more flexible, I find that better logistics and larger fleets of smaller cheaper ships with miniaturization are much, much better in the game already. Open for correction... I should mention I tr
In TA, as I understand the current beta versions, "Concepts of Malice" does not appear in at least some tech trees, even after selecting an evil alignment. Meaning that at least some of the races can never get Mind Control Centers unless the enabling tech has been changed (in particular playing an evil race with the Drath tech tree I was unable to find Concepts of Malice as an available tech anywhere... although there are sooooo many other wonderful things). In fact, I am not certain _anyone_ ca
Seeking info on Terror Stars. There does not appear to be any Wiki page on them and they are not covered under starbases. I always ignored them because they seemed a lot of effort for something that is immobile and you have to build near the star/planet you want to kill, but now I understand there are propulsion modules for Terror Stars so maybe they can be moved? That makes this a whole new interesting thing to look into. Is there an existing article about building these or can someone post som
I am under the possibly-mistaken impression TA changed the psionic weapons. Pretty sure when they were _really_ uber-weapons they were mid-tech, and yes they made it joyous to go evil. But now you need disruptors, which is now the last tech group before the ulitmate doom ray, to get the psionic beam. So it is only a (relative to before) slight advantage now. Any of the ultimate tech weapons are better than the psionics, just used to be you could get to the psionic ones quicker. And nano-r
Continuity not as bad as you think, an Admiral (caps) is also the captain (maybe no caps?) of his ship. Even in the military, at least in older times, you could have officers addressed by their functional rank within the unit instead of their actual, perhaps higher, rank based on their higher-level functions. Of course, if that is not what you meant... <img src="http://images.stardock.com/s
I like the idea of boarding parties and marine modules etc. More benefit to soldiering! A whole new dimension. And GC2 _does_ have turn based combat even if the movie does not look like it. Unfortunately, kind of like my idea about ship damage, the fact that it seems 95% of combats are over in one round kind of makes this less workable. With boarding it becomes more galley or age of sail combat instead of ironclads and battleships. Arrrgggghhhh! Walk the plank matey! <a hr
I have noticed something like this - the core ships you start the game with, flagship, colonizer, maybe miner too, when you try to design to upgrade them in the shipyard _sometimes_ the modules etc take up less space in the initial version, so when you remove them you can not even immediately add them back in in the existing space. I kind of never liked that you started with ships you could not actually build anyhow (for instance nobody starts being able to produce a survey module, yet ev
In the confirmation e-mail "Thank You for Shopping with Stardock" (with your order number and all the serial numbers) from [email protected] there is at the end a click-able hyper-link to download the bundle, which will also include Stardock Central, which you can use to update your program. At least that is how it worked for me as of a couple weeks ago. <img src="http://images.stardock.com/sd/SD
What happens to spore ships when the Korath surrender?
Yea I picked up a gamer hardware mag today which has a full-page ad for SoaSE with a reviewers quote describing it as something like "GalCiv meets Homeworld". But personally had my fill of RTS games and getting old enough to enjoy playing the banjo and watching the grass grow between hitting the turn button.
I've seen, even used, the offensive and defensive meditation modules. How do you get the warp bubble, and can all races get it?
Actually, now that memory is jogged, I remember liking "Rendezvous with Rama" alot too. And the Foundation trilogy I seem to recall enjoying a lot, in fact I think I maybe liked it a whole lot, will have to look back at that one as well as the Moties. Funny though, 'Rama' and 'Ringworld' are 30 years later somewhat mingled in my memory, and really any of these I could read again and have no clue what would happen next! And I almost forgot the book Starship Troopers which was just so much better
If this is deemed too OT then please some moderator delete and accept my apologies. I would think, though, that it might be of some tangential interest.[HR]Good sci-fi reading material. One of my all-time favorite sci-fi novels is the "The Mote in God's Eye". Maybe better known are "Ringworld" which I liked a lot, can't honestly remember back that far (late 70's) if I ever read the sequels and honestly could probably read it again and it would be like the first time (see, getting old and
being at 100% only grows pop 1.6x faster than at 76%, and only 2x faster than at 41%. your capital gets a 40% approval bonus but only 5% on your colonies. so to be at 100% approval on your colonies often requires a tax rate in the single digits, while, with the same relative bonuses, to get 61% approval you might be in the 30's for tax rate and for 41% approval you might be in the 40s for tax rate. If you have 6B total population, you are looking at around 24 x sqrt(6) x tax-rate for your
In DA maybe, because all races share the same tech tree. Depends on how the file is coded and how the larger code works, wether Spore Weapons or Germ Warfare, or both, are coded as unique. But in TA the techs are not even in your tech tree file (well, actually, I have not checked this, that would be an interesting little window into the developer intent on this issue if they _were_ there) so I do not think you can grab either of them. Have you tried this in a game to see if it work
okay, let's start by not even going into too much of the obvious mass-culture ones like Star Trek (seen em all, multiple times, except most of the Vger and DS9, probably everyone has) and Star Wars. And probably in this crowd stuff like Alien(s) and/vs. Predator and B5, which is my personal all-time favorite, especially from mid season 2 thru the end of season 4 but I like them all. What sci-fi TV/Movie stuff, especially real old or obscure stuff, do you enjoy? When I was a kid my
I seem to like to play on anomalies rare (and, oddly, asteroids abundant). So the surveyors mix probably will not work as well. Removes a random element from the early game economics profile but does make it a bit more difficult since I am rejoicing when few and far between my one flagship stumbles on a 1000bc anomaly. Seems I am lucky if that happens two or three times during the colony rush and hangover. <a href="https://www.stardock.com/products/sdcentral/" title="Posted via Stardock