How does "Guard" and "Sentry" and "auto-Retreat" work? Sorry, I coudn´t figure it out.... I place a ship over a base and press "Guard" but when an enemy ship attacks the base is targeted, and not my defensive ship.... Any ideas?
Maiden666
[quote who="V1m" reply="100" id="1121832"] The demolish button is to strip a planet you know you're going to lose to the enemy.[/quote] Would it also be possible to use the "Destroy Colony" option? I´ve actually never used it, but if it does also destroy the Colony Module/Capital then even better, for an enemy Troop Transport won´t be able to invade, it might need a Colony Ship for that then....
[quote who="Blackrook" reply="94" id="1091801"] Can you use a colony ship to add colonists to planets that are already colonized? I should think you should, but I've never tried it. I've been fearful of losing my people if the game should decide not to allow it.[/quote] You can safely do that. You can also colonize a planet with a ship that holds only one Colony Module, but also some Advanced Troop Modules, that way will give your new colony a much higher population right f
[quote who="jpinard" reply="87" id="1033058"] If you launch a colony ship or a transport this way, you will get an empty ship. Strangely enough, GC2 will not launch a colony ship or transport without at least 1 "passenger" any other way. You must have an issue with your copy of the game. I luanch all my transports and colony ships this way, an as long as I have enough people on the planet - they're filled to the brim. I even make Super transports that carry a bakil
[quote who="AzualFallen" reply="68" id="982619"]I'm pretty sure the trade doesnt become yours, they already have a monopoly on it. It you get a trade good from another race it means you use it (and get the benefit) but you dont control its distribution.[/quote] Yes, I think so too. But strange is that the Trade good doesn´t show up as mine even after I conquered the planet on which the Trade good is produced. At least, at that point, it should be mine!
[quote who="tetleytea" reply="55" id="961818"] particularly, to those newly-conquered planets that only have 100 million population. [/quote] The standard Colony Ship will allow a 250m population to be carried around. However, the one we get when we freshly start a game has only 100m in it, but you can safely move it back to your homeworld without losing any point of speed, and fill it up to 250m... Well, donno where the point is that it starts out with a limited number o
one time I played I focused generally on big warships choosing Drengin and warparty etc. However, it took my economy down right from the start, and I was the first to go in that game, the Torians gave me hell. What a damn shame, defeated by some food errr neigbours....
btw these 30 tiny fighter did cost me 30bc each day, and that was about the only military I had in the game besides in the start where the bases were not completed yet... there´s another funfact. Enemies can´t travel more then +3 through Yor-space, and the militarybases take them ánother -2, so even when I go to war to ensure my opponent is focusing on military production and not on a Tech Victory I leave a planet unprotected for which my opponen
My previous comments were for DL with the old tech-tree. Although in the bonuspacks it might be the same although I played with 2 races yet. Last time (with the Yor) 4 military starbases with full-equipped ship support assured my enemies not to declare war to no time - even I did mine Ascention Crystals. Because I had 30 tiny fighter (in 2 fleets) at a spot where the influence of all 4 military bases intersects. These tiny ships were equipped w +1 attack & +1 shiel
After you researched the starbase defense to mark III you need one constructor for actually the base, one for weapons add +1 on all systems, and after that you can add +30 attack modules. so 5 constructors give +93 attack in my last game I saw the Altarians send their whole military to a far-out mining base, day-by-day their ships got wrecked, I send a constructor to add +20 HP occasionally. I really believe the power is in starbases. If you choose evil alignment you d
I tried to post my first MV with GC2 but it constantly refused to send the data. Got a (11) error message (serial doesn´t match the one on the MV server) which I don´t understand cause the serial is 100% the same and I re-validated and re-registered many times. I took Impulse to update it; then I got the (16) error message(s). I removed the .sav file, but that brought me back to the (11) error message. Backchecked the serial, well still fine.
Actually I tried to guard starbases with ships, but I found that pretty ineffecient. You constantly have to pay for these ships. You always got to watch over them, make them attack if an enemy nears, and you´ll need to upgrade them once the enemy has better weapons researched. this costs a hell usually.... Therefore I usually research the starbase defense tech very early in the game, enabling my starbases to have an attack of (sum) +90 with just 4 constructors, while the enemies
To my experience TechTrade is the best way to make money, and maybe even to win the game.... I usually invest 80% of my income on the technology research. The one´s who don´t present danger to me I sell, always the same technology to all other races in just one step of play... so they won´t sell my technologies to each others (and make my bucks...) and I repeat this race-by-race until the other races have given me all their money. From the money I upgra