I noticed that a small rollback seems to have happened in the Metaverse recently- A game I had submitted during the server troubles vanished. Luckily, I still had the old save file around, so I was able to resubmit and it seems to have stuck. I'm just going to hang on to my saves for a bit until things return to normal.
InfernalRS
You don't need the capital planet per se, you just need the high influence planets. They're the main protection against your influence spread, so browse around a bit so you can place your initial influence starbases right where they'll do the most good. Once you have the big influence producers, the rest should flip in due time... Maybe. My current game has one planet way in the back of my empire that's been holding on tenaciously for over eighty turns, without a Re-Ed
[quote who="KzintiPatriarch" reply="6" id="1997327"]I downloaded Starcontrol 2 and am playing it right now. A real blast from the past! You need a program called DOSBox to run it, but it works great. Back when I first played it 15 years ago, it was a large game, but it's about 15 MEGs and took just a few seconds to download.[/quote] Heh, you don't even need to do that much to get a good fix of SC2. Just look up "The Ur-Quan
Are you sure you loaded up the right save file? I have two Escape_Endgame saves, one that's ordinary and won't do anything special, and the other that lists "Dread Lords Campaign" that will play the movie. In fact, there's a duplicate of every campaign save file in my folder. Using the wrong one causes Problems™.
Excessive crashes? There might be a quick fix for that, found in this thread: [Fix for]Tutorials, Campaigns buttons grayed out in DL,DA and maybe some crashes too
That's odd. In the Escape.gc2scenario file on my version, DLCampaign_Outro.bik is explictly used. You might be thinking of the other movies that don't play during Campaign missions, but do play during the regular game.
Which is why Tir-Quan training actually produces a wide variety of "end products". Your soldiers can be like Gandalf the Grey, Gandalf the White, Monty Python and the Holy Grail's Black Knight, Benito Mussolini, the Blue Meanie, Cowboy Curtis, Jambi the Genie, Robocop, the Terminator, Captain Kirk, Darth Vader, Lo Pan, Superman, any single Power Ranger, Bill S. Preston, Theodore Logan, Spock, The Rock, Doc Ock, or Hulk Hogan. They pop out of their transports lightning fast, and th
Ah, I know what's going on here! I've seen it work both ways in rush buying. You can have an upgrade cost be the full price of a building from scratch, or have the cost be offset by the prior building, all depending on how you go about the change. If you choose a plot of land and a building, then press Buy, you'll be charged as if you were building from scratch regardless of what is on the plot. If you choose a plot of land and a building, press Upgrade, then</em
The details for a ship can be accessed from the main window by clicking on the little icons after the ship name, or simply selecting it and pressing "d". One icon will bring up the details for how the ship was designed, and the other will allow you to rename the ship. If it's a fleet, you need to first click on a ship in the fleet's ship list, which will change the "Manage" button just over it to a "Details" button, which will bring up the design details. You can do this for
I'll leave #1 to others, as I haven't had to deal with repairs. At all. I usually have ships drop out and upgrade to restore their HP. 2) Yes, the higher your diplomacy vs the other side's diplomacy, the better the deals you can make. The positive bonus to relations is fairly minor in comparison. Indeed, I sometimes can garner such a staggering diplomatic bonus that I can flat-out trade an inferior tech for a superior tech, and hit the credit cap on tech for cash tra
[quote who="Fistleaf" reply="9" id="1993093"] So does that mean that you actually save more money when you rush buy every improvement and ship when it is 1 turn to completion?[/quote] The answer is "sometimes". However, certain conditions need to be met for it to work. For starters, you need to be producing so much production that you could finish it six times over before you can even think of breaking even with a rush buy. This will not be the
I'm fairly sure all starbases generate a base level of influence- borders will warp and distort when any base is built, and it doesn't seem to matter much, if any, what type of base it is. Influence starbases are simply the only ones that can boost that initial influence higher, though none of them can work outside the starbase radius. It's a fairly minor bonus, and almost nothing compared to the extended range the base gives you. The sensor radius is also irreleven
I don't have exact numbers, but there is a correlation between the two- it just isn't the only one. Your overall technological development also plays a part (it's displayed during the fight for that reason), as does the invasion tactic (which only acts as a modifier, but it's a huge modifier). If your soldiering is less than that of the enemy, then an invasion tactic that acts against them, such as Tidal Disruption, can help by dramatically reducing their range of value
If I followed you correctly, that percentage isn't for the overall campaign, but unique for each mission map. It just measures how close you are to achieving the win condition. It starts above zero because you haven't won or lost. If it hits 0%, that means you've lost. 100% means you win. The exact mechanism used to calculate the percentage varies a bit, but most of the time it's based off how many planets the enemy has versus how many the enemy doesn't</em
Well, in vanilla Dread Lords, once you started to gain intelligence on the other races you'd get a list of what techs they had researched. It was, unfortunately, a single huge blob that was nearly unreadable. It was far easier and faster to simply pop open the diplomacy screen and talk to everyone. Or, if you're like me, you can use the Race Stats page to keep tabs on exactly what the AIs are researching (which, again in vanilla DL, works even at the Very Low intelligence le
So, you just installed the game from disk and jumped in? You might want to use Impulse or Stardock and get some updates. That said, a copy & paste of your debug.err file would really help if you've already snagged the updates.
Here you go: http://library.galciv2.com/ Almost every mod available is in there, and the serach function at the top can narrow it down to what you want. Enjoy!
The diplomacy bonus is a very large part of trading, but it's not the only advantage. On maps where habitable planets are few and far between, trading can be the primary money maker. However, trade income tends to wind up at the same general level regardless of your empire's size, so in a planet-heavy game you'll far surpass trade income with your tax income. I find trade to be most useful very early on, when income is hard to generate. Every percentage point you can
Any victory option is possible in any game. For balance, juct go middle-of-the-road in all choices. The smarter the AI, the less likely anyone is to manage any victory quickly. Tech victory is easier when research is faster. Influence victory is easier when stars are spread out, since it depends on the sheer area your influence covers, not how focused it is. Most other universe options aren't that major in suggesting a victory path. The AI choices are
This is dependant on your choices in the "Battle Options" section of your interface settings. There are three basic "matchups" that can happen- one on one, fleet vs one, and fleet vs fleet. To see the full 3D all the time, you'll want to move "Battle Length" to Full, check "Full Fleet Battles", and uncheck "Show Full Fleet Battles Only if Both Sides are Fleets".
[quote who="CaptainYar" reply="5" id="1976308"]I tried to get some extra trade in one game by gifting a frighters to an AI after all of my slots were filled. The ship was adjacent to one of my planets so it would seem obvious that they would have the route with me, a bit of a gamble i guess. However the ship never moved. Other times I might try to get an AI to take out another's resource starbase by giving it a ship next to it while they are at war. Sometimes the just fly by it. Pe
Well, I see we've addressed the good old PvP/PvE angle in here. However, there's also the time angle to consider. Some games allow you to get something done in a fairly short span, while others will demand several hours to do something. Take FFXI for example. FFXI was a time-heavy game when I played it- it took upwards of an hour to put a party together from scratch, and most tasks, once started, required several hours to complete. If you got called away
The Bureaucrats hail from the grey, soulless world of Monolith. The galaxy needs indexing.
The precursor artifact event that improves the PQ of all planets in an area is in vanilla DL. I had it happen late game on a medium map- it was colony rush all over again. As for uninhabitable planets in general, I feel that they add much needed diversity to the map. Space is, unfortunately, quite dull.
I beat it, but it took quite a bit of doing. This was done in the vanilla GalCivII: Dread Lords game. The key was to outmanuever the DLs. Their ships will flatten you, but they kept doing some rather dumb things that made them easy pickings. The cargo hull was my friend. I stomped up the propulsion and miniturization tech tree branches, and built three main ship varients. The first was the standard AWACS design- engines, range, and sensors.