It is pretty awesome, I'm playing a mod where its fixed and got a dose of it myself the other day when the computer used it against me. Since its channeled you can disrupt the effect so I don't think it will be over powered in multiplayer games, plus it gives the TEC something of value with an AOE. I was playing a game with 7 hard level computers and had 3 of them which was a blast, literally, but only because the computer AI is so weak on that kind of thing. It did disable on
Phier
[quote]And if you define a ring as something that can be seen with the naked eye, technically nothing has a ring.[/quote] Eh?
I think that having a few dozen planets around a single star, willy/nilly, including several terrestrial planets is a weeeee bit out of known reality. I'll believe in phase drives and psy powers before I believe that you can have 7 terrestrial planets around a blue star. For game play its fine, but no.
Edit: I fixed the issue I had, chalk it up to new to Sin's mods. I just want to say this is an incredibly great mod and I don't get all the complaining people do when it comes to this type of thing. Thank you Bailknight!
[quote]What you're thinking of would only work in a one system game where it's just a lot of planets in one big line lol. I see why you would think the way you do, but it just isn't possible to defend against several competent people no matter how much better you are. Three people I could beat by rolling my face over my keyboard in 1v1 that can walk all over me in ffa simply because I become the biggest threat? That's not cool. This game doesn't have a way to sit back and bide your time while ot
I only got the game yesterday and I could see this flaw playing just small and medium games. Since the folks at stardock are not stupid, they can see it too. I think the reason its in is because stardock, in making good AI's, often simplify things so the AI can handle it. To many variables, too much depth to the economy and the AI is going to have to really massively cheat to keep up with an expert player. Really the one thing that irks me is that you can't switch back to a l
Yea I know how that works. I was trying to point out my economy would NEVER bring in that much cash in just one turn. If it could I wouldn't have been in the hole to start with. I'll just chock this one up to 'wierd bug/feature'.
Ok I'll be a bit more clear. Turn 1: I'm poor, -490ish treasury. I raise taxes to 100% as a test. Turn 2: 1 outlying planet rebels, I have a treasury of 10000+ It wasn't the 100% tax rate, this was a tiny galaxy and I had only 2 developed planets and a few crapy colonies, so it wasn't the taxes. Yes its version 1.4.
I played a good amount of Gal Civ, and just got Gal Civ II today. Started a tiny galaxy just to get the hang of it. Anyways I'm close to broke so I pump my tax rate up to 100% for the heck of it. A planet rebels, but my treasury went from about -400 to +10000. So, how did a civil war make me rich?
GC is hard to get into the first time, at least for me. While MOO2 has some things I really liked, like the ship combat (even if they fubared it by not having initative like moo I had) and planet assimilation, GC is a better game. Its better because of the AI. MooII had a pretty pathetic AI and only by letting it cheat massively did you have even close to a challanging fight. The AI in GC isn't perfect, but its a world above Moo2.
Mmm I spoke too soon, I still have the DL, I'll try that. God if it works thats going to be a hell of a lot of downloading after its done LOL
I ordred GalCiv online about the same time MooIII came out (in fact I did it because I was so disapointed in MooIII). I still have it on my old computer, but I'd like to put it on my new computer. Anyone know what I would need to do since I don't have any play disks but just ordered it direct and downloaded it. I don't think I have the download anymore either as I cleaned out the download files so my wife would have room on the HD.
I'm not bitching they are too strong, just too weak. They need to follow up and invade some planets and have a ground combat level closer to the ship level.
And not in the way you think. Now I did some board searching and found out they used to come pretty early and kicked everyone’s butt, so now they can come later. They came right before I was about to take out the major allied good empires, they show up close to the middle of the good guys. They wipe out all the good guy ships and my invasion fleet just sorta walked in without any resistance and took about 9 systems in a couple of turns. So I decided to go end this g
Playing a huge game means an alpha strike would be pretty tough, so I guess its time to cry havoc and let lose the dogs with bees in their mouths.
Is it possible to break up an AI alliance? Current game I am in the two major AI powers allied when I wasn't being evil enough and they are not only my major trade partners, but in control of the center of the map, which is bad, m'kay. Since going to war with the bastards would send me into poverty (well kinda poverty since my best single star is a 16, 25, 47, 25, 20 heh)getting them to fight would be a good thing.
Evil will always win because good is dumb.
The following is a list of demands I expect to have met IMEDIATELY. 6 - An easy way to find my planets with a starship bonus. If I'm working with pirates I don't expect to have to REMEMBER where they are. 5 - Artificial Slaves. What the HELL are artificial slaves? I want slaves damn it, real ones that live in despair and fear, not some synthetic super robo-slave. 4 - When I conquer the weak planets around me why must I slaughter all of their inhabitants? Sure its f
[quote] I do actually think moral has a direct effect on tax income. I believe this can be seen by rasing the tax level at some point you will see your tax income decreasing (eventhough you are raising your taxes) [/quote] Thats not moral, thats just common sense. If you over tax, people will start to cheat on their taxes enmass or just be taxed out of business. This is true RL too, something some politicians can't grasp, but you can make MORE money as a govt at times by lowering
[quote] I would of course always argue that guns don't solve anything! [/quote] Talk like that gets you shot in my empire. Then we taunt your corpse saying things like 'don't solve anything eh!'.
[quote] Don't worry about the ethics part (doesn't effect it anyway, the random events do). [/quote] Hehe its to bad the game doesn't take things like sneak attacks, or asking for attacks on good aliens as an 'evil' act.
[quote] You shouldn't feel bad about dropping behind the AI in the beginning you can catch up later. Depending on your starting picks (if you have + diplomacy) you can start the AI's of to war against each other. This will help keep your relations with them good and they will direct their trade towards you instead to each other. [/quote] Yea thats what I have been doing. War is good, I just wanted to make sure it wasn't something in management I was missing.
My favorite way is to get them to fight each other as much as possible. A turn without war is a wasted turn. Sure you can give them tech so they like you, and build enough of a military to scare them off, but every turn they fight themselves wastes their resorces and saves yours. Even if it takes an armload of tech I think its worth it. If you are really evil get them to attack someone so they send their fleet in an opposite direction of yours, then come in and take a few planets bef
[quote] How high do you set your tax rate when you first start? I usually crank mine to at least 50% and watch morale closely. There are periods of stagnation at times but all in all production can be cranked out quite well. Are you adjusting your sliders on the economic screen at all? It does take time to catch up with them. [/quote] Of course I play with the sliders. I do tend to keep taxes low and perhaps I should up those a bit. I might be evil but I'm not evil enough to
I don't know if this has been talked about somewhere and I missed it but my terror stars had 9/1 moves after I loaded a saved game. Restarting it didn't fix the problem, and as these stars were grouped with dreadnaughts the bug would let me move the star 9 spaces, and THEN the dreadnaughts would shoot off in the direction of the autopilot (at full moves). Next turn the dreds would be back WITH the terror star. I had 2 stars and both had the 9/1 moves. I built 2 more and they were 1/1