The Travellers still have farily decent ships- they only lost one against the Replicator fleet of Aurora-Class Battlecrusiers. So I'd say they are prolly one par with Prometheus-level technology, but def. behind Asgard/Daedalus level.
Silverbeacher
also they won't appear in the first 3? years of the game IIRC
there is/was a bug that the AI Ship Designer was overloading the components. I thought they had fixed it, but maybe not. They do know about it though.
@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.
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
also note that once get above 13B you are gonna start seeing huge morale hits, and its really gonna hit hard once you get to 18B; I think about 21-22B is the max sustainable.
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
Wyndstar and JustinSane have done 0yr DL games. Mumble never has, not his style at all. It would be completely against his Ordering of the Universe
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
sweet ship Dys
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
@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.
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]
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.
you should be glad that ive havent played the Core Trivia game in forever Ragnar lol; you'd be in third [e digicons]:P[/e]
i think thats smaller than my bedroom....yes, after doing the math, its only like half the size of my bedroom.
@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.
@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)
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.
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)
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
Thanks for the insight Kryo :-)
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
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
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