[quote who="DMF" reply="7" id="3646892"] Have you gotten the Intimidation invasion tactic to work? I have the Xeno Intimidation tech but it never shows up. Playing 2.20.[/quote] There is a typo in the Tech_Requirement for this tactic. It's set to "Xeno Intimidation" instead of "XenoIntimidation". I missed that the last time I checked the file. Though, to be honest, I was expecting this tactic to be working. It had been almost a year since MabusAltarn split Informa
Gaunathor
[quote who="Taslios" reply="2" id="3632853"] Where are you getting that invasions won't be touched until the expandalone? [/quote] Probably from this post by Frogboy: [quote who="Frogboy" reply="62" id="3631567"]There won't be any big changes to the planetary invasions in the base game. We'll be adding it as part of a much larger expansion pack.[/quote]
[quote who="abelisari" reply="1751" id="3632727"] Hi everybody, I just reinstalled GC2 Ultimate from Steam. Now I'm not sure how to procede to install the CU? [/quote] You don't need to do anything. The CU is already included. No idea why the beta is still available though. It's identical with the current release version.
Ship Quality Bonus increases the attack and defence rating of ships, while the Ship Hit Point Bonus increases the hit points. SQB is a planetary bonus. I.e., it only appears on planets (either through colonisation events or a planetary improvement) and only works for ships built on that planet. Originally, the Arcean Stellar Forge was the only planetary improvement that granted it. However, the CU added the bonus to the Altarian Doomsday Generator and the Hyperion Shipyard too.
[quote]I`ve set habitable planets to abundant (or how is it called) so I should have a mass of habitable planets. [/quote] Only in Dark Avatar or the base game. The max amount of habitable planets has been drastically reduced in Twilight of the Arnor. From what I recall, this was done to reduce the memory usage and allow a bigger map size (Immense). Still, you should have at least one habitable planet per star system. So, are you absolutely certain you've set the habi
[quote who="ERIS6" reply="293" id="3626720"] So, are those races no longer minor, or we were used to consider them even less than minor? [/quote] No, they are still minor (i.e., they have restrictions which the major races don't have). The only difference compared to the regular game is, that the minor races now have access to more advanced AI algorithms, so that they can make better use of the few resources they have. Well, and some small changes to their racial abiliti
[quote who="Gascogne" reply="143" id="3625691"] No words yet from the developers if they are planning on releasing the game on other platforms? [/quote] Here is the last official word on it.
[quote who="Seilore" reply="12" id="3625210"] if they were already present than why does it state that this was added in Dark Avatar as one of the new features especially right from the Dark Avatar official page? [/quote] Because custom races were player-only in DL. You couldn't select them to play against. That's what was new in DA.
[quote who="Seilore" reply="8" id="3625181"] Brad will be able to answer this question once and for all, however, there is no documentation out there that the base game included custom factions and there is a whole lot of documentation out there that DA added this option to the game. I remember it coming in one of the expansions as well. [/quote] Here is a link to Frogboy's Beginner's Strat
[quote who="Seilore" reply="6" id="3625176"] Refresh your history, custom factions were added with the Dark Avatar Expansion. [/quote] No, they weren't. DA added the ability to play against custom factions, and provided more options to customise them. However, you could already play as a custom faction in DL. Just start up DL, if you don't want to believe me.
[quote who="Seilore" reply="3" id="3625096"] Galactic Civilizations II also did not have the ability to create a custom faction [/quote] That's not true. The ability to create custom factions was in GalCiv 2 from the start.
[quote]I have heard people saying in order to mod this game we might have to set up a virtual driver for windows xp. [/quote] That's not true. The devs need to that in order to make changes to the source code, because the version of Visual Studio they used to make the game doesn't work under the newer versions of Windows (Vista and above). However, modding the game isn't affected by this. [quote]Is there any major differences between xp modding and windo
[quote who="DMF" reply="291" id="3623363"] Finished July 2231. 148K points, which I gather is pretty good for a three race game. [/quote] Yeah, that is very good. Congrats! [e digicons]:thumbsup:[/e] I haven't been able to play since Sunday. When I left off, my plans for the Torians had been slowed down a bit, because the Korx surrendered to them. This brought the planet-count of the Torians back into the mid 60s. In other words, they just regained the sam
Hey guys, I've finally got a response from Yarlen. Apparently, the delay was due to Stardock being very focused on finishing Ashes of the Singularity (which is understandable, in my opinion). So, the update for the CU will be added to the base game. Though it still might take a while.
[quote who="naselus" reply="50" id="3623039"] He said something like 'in GC2 ship engines used up a % of the hull, I'm thinking that should return' or something along those lines. [/quote] You mean this ? [quote who="Frogboy" reply="23" id="3608358"] In GalCiv II, the components had a fixed and a % space cost. This ensured you couldn't put on 50 engines and 80 sensor
[quote who="Bruce Sim" reply="150" id="3622800"] Where do I get the 2.20 patch from? It is NOT on my stardock download page. [/quote] If you do not have the Ultimate Edition, then you need to contact Support.
[quote who="DMF" reply="289" id="3622590"] Geez, what density are you playing? [/quote] Immense map, Loose Clusters, Abundant all, Occasional Extreme Worlds, Normal tech speed. [quote who="DMF" reply="289" id="3622590"] Are you playing Yor as Evil? [/quote] Yes.
[quote who="DMF" reply="287" id="3622539"] Spent a most of my resources developing resource bases and non-weapon techs and got behind in shipbuilding. [/quote] Sounds oddly familiar. [e digicons] [quote who="DMF" reply="287" id="3622539"] - Harold Hedd, for GNN [/quote] Seems like you have quite an exciting game going there. My own isn't quite as eventful. Probably because I had already won by the end of the colony rush. Not literally,
[quote who="Kinjiru" reply="2" id="3621828"] Is this a new bug or has it been around for quite a while? [/quote] It's a new bug. Assembly worked fine in v1.5.
[quote who="DMF" reply="285" id="3621699"] What did you change in the starbases from the version I'm playing? [/quote] The defense and military-assist modules unlocked by the Starbase Militarization and Starbase Fortification techs got a complete overhaul. There is now one module per weapon/defense category, just like in the original game, instead of one module that increases all three weapons/defense categories at once. The total bonuses are also still the same as in th
1. No, you don't. Games sold by GOG don't require Steam. 2. v2.20 is already included in the GOG-version of GalCiv 2. 3. Yes. The only time you need an internet connection for a singleplayer game is when you download the installer and/or an update. Installing and playing the game work perfectly offline.
Hey everyone! I've uploaded a new version. Part of the starbase overhaul didn't make it in the last update. I must have forgotten to replace the file with the new version. [e digicons]:S[/e] In any case, that's fixed now. Sorry for any inconvenience that might have caused.
[quote]My home world is set to "manufacturing focus" and "military subsidies."[/quote] The Military Subsidies project sets the spending to 100% Military Production for the planet.
[quote who="DMF" reply="280" id="3620194"] Am I supposed to change prefs.ini to ..\Mods\Autumn Twilight manually? (BTW, does it handle embedded spaces gracefully?) [/quote] Yes to both. It's not possible to change the path to where the mods are located from within the game. So manually doing it within the file is the only option.
[quote who="Mystikmind" reply="8" id="3620096"] What i learn't in Galciv2 is that the Drengin are no good. [/quote] What was the last version of GalCiv 2 you played? v2.04? If so, then the Drengin most likely failed, because they couldn't get the critical mass necessary for a long-lasting war. The AI used by the Drengin, Korath, and Yor had a bug which prevented it from colonising outside of its sphere of influence. This made those three races much weaker, because e