[quote] Which brings me to another question, if you are playing a big 4v4 won't the games cap not be enough. 2000 really isn't that much. Actually, try playing it before you say its "Not enough" -- that is a lot of ships, and you'll find it difficult to afford building that many, much less more. [/quote] It is not enough when you get into the later parts of huge games with multiple star systems
xXAequitasXx
That's why our Lords Fraser, hallowed be their names, gave us the ability to zoom waaaaaaay out to see a more tactical display as well as the Empire Tree. When zoomed out to planet icon level, each planet will have three small bars; the one on the bottom displays the rough quantity of structures (mouse over tells you exactly which ones), the left bar shows any friendly ships in the area (mouse over again tells you exactly which ones), while the right bar shows enemy strength at that planet (gue
Yay, I'm not alone! I'm not an "oldie" or whatever though, just 21, but I love the concept that strategy is more than proper empire setup and positioning of forces and whatnot, but also the direction the empire should head. Should I risk going up a notch in econ, or should I starve the empire a bit to better attune my phase missile tech? I miss GalCiv2 100+ turn research :( I personally feel the combat damage/resiliance is jsut right; it is the research times that need to be slowed
[quote] Not sure if this has been requested already or not, but I would love to see some way to make your cap ships hold enough anti-matter in reserve to make a phase jump. Basically it wouldn't let them auto-cast if it would take their reserve under 100. It would only let them use it to jump. Auto-cast is usually pretty useful, but it's seriously frustrating when you're trying to bug out and your cap ships decided to use up all their AM. [/quote]<
I viewed the tutorial as 101 boot camp...basically "how to survive an additional five minutes--you'll learn the real stuff in the field". That being said...honestly, it's not that frackin' hard to read some text. I read through the whole manual before even starting the game ^.^
I personally love the TEC look, especially their carrier, plus I'm a turtler :D The Vasari are probably my favorite for large maps due to their phase gate tech...in terms of space superiority, nothing beats the Advent though...I <3 advent carrier based fleets.
Meh, haven't had a problem with this, there's like two splash screen, and the game is loading the starting menu/textures/whatever while they play...and you can skip them. If you want a fun, long-ass intro, play Crysis. The intros (re: advertisements) are nearly as long as the game itself. ;)
I never saw it as complete eradication of all beings on a planet, but rather the eradication of large chunks of the population that was supporting the holding empire. Thus would explain the lingering resentment of a planet even after an empire had been defeated. As for the second part, logically it shouldn't happen, but it looks like you let your guard down in terms of cultural resistance/propagation. Also, it could be explained that just because a culture is dead doesn't mean that so
1.) Please, don't bring up Shi-I mean Oblivion here. If I weren't obsessed with mod-hunting, I would have thrown it out a long time ago. Vanilla, was, quite honestly, not just a disappointment, but probably one of the worst games I've played in a while. 2.)If you thought NHL'08 was bad, try Madden'08 on for size. Not only was it consolized, but it was actually an [b]inferior[/b] version to the console versions, both in GRAFFIXZ and features, and to boot, hasn't been patched, despite
Second game. I thought that wormholes were just like asteroid belts/storms in being empty, uncolonizable areas...Whoops...Lost two worlds to swarms of green before I managed to call back a reserve fleet and one of my front line fleets as well (first game was on a small map w/o wormholes).
[quote]Jan Sawyer said, staring out the bridge window - bridge window, Carter thought, a forsaken window on a bridge! Who puts a window on a starship bridge? it was just asking for trouble![/quote] Best part of the AAR :CONGRAT:
There are two confirmed artifacts in the small map I'm playing now. Also, the "Call Dark Fleet" has put me over my reinforcement points twice now...don't know if its a bug or not (my game currently stands at -11).
It's under "tactical improvements"; they're a structure you have to build (at least two, one in each planet you want to connect). After they're built up, ships should use them as if a phase lane existed between each planet (I know that my ships automatically use them to get to places). The "Call Dark Fleet" is an ability you can automatically or manually activate once a phase gate recharges enough antimatter and the cooldown expires. Also note that any planet that has one is considered to be
Lol. I fail at reading, I think that's the first time I've done that. Apologies! This is funny, because I'm on these forums because I really don't want to keep reading Cohen's stuff...
[quote] Necromancy? No idea what you mean. Anyway, I figured my topic was more relevant in this thread (shrug). [/quote] You revived a thread that hasn't been posted in since April 1st, 2007. Hence "necromancy". The thread was dead. Additionally, you've posted repeats of stuff that's already been said.
Go to the "Home" section of the forums, right hand side: [IMG]http://i36.photobucket.com/albums/e2/xXAequitasXx/Sinshelpforums.jpg[/IMG]
RANDOM EVENTS!!! Do it, and I will be your love puppy for all eternity Brad. Wait, scratch that, do it and I *wont* be your love puppy for all eternity. I <3 Galciv2 random events.
The freeform sandbox is one of my favorite things about this game. To put it in comparison, I [b]love[/b] the immense random maps from Galactic Civilizations 2, with stars, planets, and habitable planets cranked up, and I've played multiple maps of those (or huge/gigantic earlier on pre-TA) from the release through the current TA beta. Granted, I suck and only play at normal with one or two AI then next level up, but it's much fun. I haven't played a single campaign mission fr
1.) You can't defend the star itself with structures, but you can defend with a fleet. By the time you're jumping to other start systems, you should have more than enough points invested in logistics to be wielding at least 3-4 capship lead fleets. 2.) By the same measure, you should also have the key choke points well-fortified; if you are uncontested in a system (meaning you've killed everyone there...*especially* any AI allies), invest in the checkpoints by the stars...and, yes, you
[quote] ...but depending on your Vista settings, your OS could be using up to 1.4Gb of RAM all by itself... (I'm running 4GM ram with Vista 64 bit and vista itself uses that much if I have Aero and a few other background stuff opening) Best advice you can give a Vista gamer is to tell them to wipe the drive and put XP on it. Seriously. [/quote] Lulz.
[quote] Advent/Varasi scouts and all colony ships have a ability to take over neutral extractors. [/quote] Playing a Varsari game right now, and the colony ships do not have the ability to take over neutral extractors, the scouts do, however.
There is no reason to allow individual ship movement in combat other than axis rotation (i.e. for broadsides...but as has been brought up, the majority of ships seem to have most weaponry mounted in the fore sections). We've reached the point where accuracy is such that even with modern weapons, we have very good accuracy levels on ground, sea, and air targets...maneuvering is no longer done to directly to avoid fire, but rather to obtain tactical positions of superiority (i.e. cover or higher
[quote] Hey thanks for the advice...is any of this stuff (i.e. frigates are good against X, not Y) written down anywhere? I have the digital download so I haven't seen a manual or anything. The problem with the orbital guns is the tactical limitations...I always seem to be running out of tactical spots for a single planet. [/quote] On the planet upgrades menu, max out the tactical upgrades for your key entrance planets; it's well worth th
[quote] 3.) While I respect your view Sib, you are not the only one complaining about the "Siege Spam", and there have been more than one view as to why siege frigates "need" to be nerfed. You're right, sir. Apologies for my arrogance. [/quote] Schwaaaa? It's the internet man! Don't apologize! I meant for that comment mainly to show that my first post was not directly in regards to your specific compla
Carrier = pwnage when supported by a frontline warship, especially if it's your first one (earlier levels I believe really help the carrier as opposed to say the TEC Kol or whatnot), although I believe that the Advent have a far superior carrier-based offense (especially when combined with a Rev and the capship with the passive bonus to fighters...I really got to learn their names :D Singleplayer only mind you!