Silverbeacher

Silverbeacher

Joined Member # 2596588
0 Posts 26 Replies 21,840 Reputation

@Steelwaters: This isn't unique to the TA 1.99; but it is unique to the Terrans. The starting Terran Colony Ship in Dark Avatar also has the two colony modules, though only one is counted. It is strictly for cosmetic purposes. None of the other races have the phantom colony module.

127 Replies 263,431 Views

it depends on what weapon is fired, at least in DA and TA. On-Type Defense is almost always better than having Off-Type, but having Off-Type isn't completely useless- as its sq. root value is added to the total defense of the On-Type. Shields offer full defense to Beam Weapons, and Sq. Rt of defense to Mass Drivers and Missiles. Armor to Mass Drivers and Point Defense to Missiles Its always "best" to build a ship that count

9 Replies 43,627 Views

its in the settings acutally already if [quote]Finally, should a forth player be assigned to the team after a player as submitted a second game, the players second submission will be considered null and void.[/quote] this would go the same for a team that is done to say 2 players, and now back up to 3

171 Replies 491,659 Views

it will take 5 constructors to build the Terror Star; and then another 10 turns for it to activate. If however, at the end of those ten turns, its still not activating, check to make sure that you haven't been hit with the Plague virus

1 Replies 3,258 Views

well its what EA does y'know? See, Stardock releases expansion packs that are ACTUAL expansion packs- whole new materials, almost entirely new games. EA releases stuff that was actually MADE for the original but not released. I happen to remember this in particular for SimCity 4. ALL of the promotional stuff, and even the pictures in the original manual had all these various features and items nowhere to be found in the game...and then just a short time later, Rush Hou

4,025 Replies 11,834,310 Views

@MVL Admins: When you have time, please go through MVL pertinent threads that you have authored and update your links (in most cases just switching them to the www.forums.galciv2.com/##### format, most now read something like =forumId-#### and those links wont work.

171 Replies 491,659 Views

we do indeed have room for new players KushHaze. The current round ends this week, so you can decide if you think you have the time to get a game in this week or not. The current Co-Commissioners, Dystopic and JustinSane4, should be along shortly to assign you to a team, though I'm fairly certain you'll be on the Crusaders (Team C) You can check out our current Round thread here: [link="MVL Round 11"]https://forums.galciv2.com/324492[/link]

363 Replies 827,474 Views

as for military maintenance, you can decommission your old ships for a small profit (I believe its only worth a percentage of its base cost) but still its money. I don't build a lot of ships, period. But when I do, I take a look at the AI and see what kind of weapon techs they have (and defenses if they have them) and match accordingly. So if the Drengin had ships with Mass Drivers and Shields; I'd build my ships with either Mass Drivers or Missiles, and Armor for defense.

24 Replies 14,522 Views

@GWS: yeah, i went to Public School- i blame them for my poor math skills :-p @LZ: it actually does take into account HP, thats how mil rating is figured. its (HP+Attack+Defense) {{there's more to the formula, but no need to go into it here}} ; so you would actually get a much higher rating with some huge hulls. As for battle, i have won a few now and then with my Tigers; though its mostly if I have te Super Warrior ability, and Luck. Those def. help.

14 Replies 7,620 Views

@Loup: Yes, it affects the cost. There is a multiplier depending on the speed you pick at start. Normal is 100% of cost (so whatever the cost would be listed as in the tech tree, ie 100), I haven't looked at the numbers exactly but I think Very Fast is about 60% of cost, and I have no idea on Very Slow (because I've never played at the speed outside of maybe a MVL game)

39 Replies 101,753 Views

The SCC affects diplomacy indirectly. What it does is multiply the number of ships that "appear" to be in orbit by 5. So if you were to have a battleship with a attack rating of 50, the AI thinks that you have SIX of those. This gives you the appearance of having a strong military. And since your military might is a major consideration (though not the only one) when other races are dealing with you, well you've basically just did a slight of hand trick.

14 Replies 7,620 Views

To get "Historic Friendship" you have to I believe its 5 years of no warfare between you and that race (not an easy task in GalCiv) For "Past Aid" you have to give them aid when they ask for it without asking for anything in return (so if the Torians come to you asking for you to help, and you give them 100BC in exchange for a tech, that will not count. That is considered a Trade. It has to be selfless)

14 Replies 7,620 Views

You can never gift your way to Close relations. You can (+) for the following conditions: Trading Treaties (++) Diplomacy Skill Military Power (+ or ++) Historic Friendship (after 5 game years I believe) Pacifist (this one is very rare, you'll notice most AIs get the - Militaristic) Past Aid Share Ethical Alignment

14 Replies 7,620 Views

N= the number of factories on the selected planet P= Its your modifier. If you have, on your world, a Factory at 6MP, and your Initial Colony at 16MP, you get a grand total of 22MP. If you were to build a Power Plant, with its 10% bonus, you would get 22MP multiplied by 1.10, for a total of 24 If you had on your world a bonus tile, at 100%, you would get the Initial Colony 16MP, and the factory would produce 12 (6 times 2.0) for a total of 28. A powe

18 Replies 19,690 Views

each power plant modifies all production produced on that planet that it is placed. There are TWO kinds of bonuses, Civilization Wide, and Planetary Only. However, in the Details Screen they get added together (so you can't tell what is from where) You can see your PASSIVE bonuses by going to the Stats screen. For example, my custom race with its starting techs started with a 10% passive social production bonus that will be applied t

18 Replies 19,690 Views

its a modifier against the total of all base production Total MP= {Initial + N Factores (where N=number of factories)} x P where P = total modifier (1.2, 1.5, etc etc) Remember not to multiply by 0.10, but by 1.10 (10% increase); power plants are still best used on heavy production worlds. Planets with onyl 1-2 factories dont really get the cost/benefit to justify them. But since the percent modifier grows as the tech grows (fusion is 10%, antimatter

18 Replies 19,690 Views