I don't know about the rest of you, but I find using those ten points given at the start of a new game on the verge of cheating. I mean, what's the point of giving each race it's own abilities if I'm simply going to complement whatever I have with whatever I don't? So lately I've been picking zero abilities at the start, and using only my racial bonuses and my political bonuses. However, I don't know if the AI also gets these same ten points to spend. Do they? And if so, is there a way to p
TKaz84
At least I THINK it's a bug. I've noticed that when I send ships back to planets for repair, if the amount of damage is not a multiple of the planet's repair capability then the ships are actually repaired for more than their maximum hitpoints. Example: I have a ship with 7 points of damage at a planet. The planet repairs 3 points a turn. After two turns my ship has only one point of damage. After the next turn, instead of repairing just the one point, the planet goes ahead
Alpha Centauri is perhaps the biggest reason why I can't get into Civ 4. Sure it has all kinds of updated features and game mechanics, but AC had a STORY. The factions all had their individual goals and agendas, and allowed me to project my own personal beliefs into the game (for example, I usually end up as the Gaians or the Planet Cult given my own personal eco-friendly views, and no matter who I played, Miriam and her fanatics always Always ALWAYS have to die). Compared to that, the nation
It's been this way for a long time. I remember in previous versions (maybe GalCiv 1?) all of your extras went away too. That was REALLY annoying. Here all you have to do is decide where the new components should go, which doesn't really take that long.
You should write a GalCiv2 novel. Seriously.
the United Planets tech-sharing event is still bugged. When the event came up I chose 3 techs, and because there were onlt two in the UP at the time the 3s had it. But the result was that I recieved 6-7 free techs instead, which was probably the extent of the techs they had that I didn't. The diificulty is set at beginner, but that shouldn't affect this...
Free Arms I think this is intentional. I believe the designers are encouraging you to play the races with their default abilities, because if you modify them you are basically playing as a custom race. Concerning the Altarians in specific, IIRC they begin with Luck +30, which is outside the abilities you can give to a race (luck is +25). Adding new abilites probably results in a reset, and the Luck +30 goes away.
I had the UP event where you had to vote on how many technologies should be shared amongst the races. At the end of the voting it turned out that only one tech was to be shared, yet I proceeded to get about half-a-dozen free techs! IS this bug known?
One of the major issues I have with ship design at the moment is its lack of scope. The only real issue you have is how much stuff you can put on a hull and what stuff to put there. Where you place your weapons/defenses doesn't matter, as all weapons seem to the capacity to shoot in a 360 degree arc no matter where it's placed. I would like to eventually see a system of weapon arcs in place. Weapons pointing towards the front would only be able to
I read somewhere that a planet with rings gets a boost to its research. Does a planet with a moon get a similar bonus? Also, I would like to see some sort of correlation between planet size and planet quality (i.e. bigger planets should have more buildable tiles and therefor a higher PQ).
One thing I have noticed is that the AI will even take uncolonized planets deep within your sphere of influence. In several games I have seen the Altarians colonize Mars (because there are too many better planets for me to coolonize) only to run into immediate loyalty problems because Mars is in the middle of my territory. Perhaps the AI should be adjusted so that it realizes colonizing planets that deep into enemy territory is a bad idea.
As far as I know there are no econ bonus squares, however if you see any morale bonuses you can consider those economy bonuses, as those will allow you to build more farms and have more population without running into morale problems (a farming bonus AND a morale bonus is even better)
Individually they don't, but when you are trying to buy factories AND get as many colony ships out there as possible, it puts a burden on even the most robust economy. This especially true if you are playing in a glaxy with a large number of habitable worlds, where you have to produce even more ships and factories.
I use research, military production andsocial production (although I should really change that one to economics). I then choose the industrialist party for a manufacturing powerhouse.
Your logistics ability determines the number of starbases you can support. Also keep in mind that starbases have to be at least 4 parsecs away from each other.
You bombard planets in the pre-invasion screen when you are choosing your invasion method. If you don't really care about the planet (or you are playing the campaign and will win once the planet is conquered anyway) then feel free to hurl asteroids or detonate the planetary core to make your invasion successful. EDIT-there could be a separate method of bombarding planets I haven't found yet.
I agree. This situation also occurs when you choose a race that starts with techs like Xeno Industrial Theory or Xeno Economics. They take a long time to build and are very expensive to purchase. It would be nice to start with more basic structures and work our way up.
There should be a limitation on what you can mount on cargo-class hulls. The example of somone creating an uber-sensor drone vessel on a cargo hull is in an different thread, it is just as easy to put weapons and armor on to create an early assault craft. This is a clear exploit, especially if the AI isn't smart enough to realize the potential of a craft with a size of 55. Actually, it would be an even larger problem if the AI DID know, as races wit
I can confirm that the evil squirrels really do exist in the game as a minor race.
Unless you choose a race that starts with minituarization technology (like the Yor or Thalans), you won't be able to do much with your initial designs because you just won't have enough space. One exception, however, is the Scout design. No matter who you play, you should be able to upgrade your scouts with more engines, sensors, support module, etc. (Basic design comes with no sensor modules, which makes little sense on a scout)
Currently I do not believe the summary shows hte bonuses, yet they are definitely there. I found a +700% manufacturing tile once. My production immediately soared to over 20. So they definitely work.
I have the DL version of the game. If I ask for a CD will I still get the foldout tech tree that comes with it? And can you point me to the post where it is described how this is done?
Money. Lots and lots of money. At least two of the 2500 bc royal escort ships, and a couple of 1000 bc finds as well. I am however playing on beginner with +50 to luck
If you click the building, you won't see a change. However if you look at tour actual totals at the top of the screen you will notice the difference
It actually is just the launcher, and I am able to run the game the way you described.