Welcome to another (or first) edition of "Did you know..."
Standing in for a dialog with a "show me more tips" checkbox is your host, me with a series of fairly random but hopefully useful suggestions that might make your gameplay more fun!
#1 You can "grab" the map with the left mouse button and move it around by holding it down. You may never want to edge scroll again.
#2 You can RIGHT-CLICK on the ship built block notifications that flow down on the right and your ship will automatically be launched.
#3 On the planet screen, you can put your mouse over the approval and influence and it will explain where that number is derived from.
#4 In the Diplomacy screen, you can RIGHT-CLICK on tiems to bring up a dialog that gives info on that item.
#5 You can play a quasi-Hot seat game with someone by loading up the game as GalCiv2 cheat (use the cheat parameter). Then when you set up the game, you let the AI play out a few turns and then have your friend pick one of the races they want to control. Have them select that unit and hit CTRL-SHIFT-Z.
#6 CTRL-S is the quick save.
#7 You can double click on planets and various other items to take the place of having to place, or install or build or go to their screen.
FROGBOY,
Thanks for the multi-player tip.
PANDAPATCHES
Is it possible to eliminate the popups stating that such and such mining base is leaning towards another empire, and the ones that state later that said mining base has defected to another race? I really don't care that the Thalans are on the verge of losing bases to the Iconians when I'm the Terrans on the other side of the map. I usually don't even care to get those notices for my own bases, let alone those of other powers.
Using Twilight, latest version.
1 Ethics important for diplomacy. races favour their own alignment.
the good races: altaran, torian, iconian, drath
neutral: thay krynn terran! arcean
evil : drengin korx yor korans
2 planet specalisation build research planets on low quality. manufacturing on middle. economic on high(usually initially your start planet)
3accidentally giving all you money to a race on trade screen = bad
4 if going for a diplomacy victory or such sell techs liberally to aligned races at start making money and boosting your alignments side in the galaxy
5dont build scouts. buy. deprive enemy
6 if culture hugging planets (i build three inf bases in orbit for toughest planets)buy influence points off victim
7 use inf bases to provoke enemies into wars "we know what youre doing"
8 making "evil choices" when they come up doesnt effect your alignment as much as you'd expect
9 buy colony ships with all of your start money
10 missles are the best weapon line generally speaking good and evil aligned race get special bonus techs here defence and attack respectively
11 look at trade windows to see what weapons races are building and counter
12 defences powers drop to their square root against mismatched weapons eg ecm vs lasers so one ecm is still one strength
Actually that Colony > Constructor thing could be extremely useful, I didn't even think of it. For whatever reason, during the "expansion phase" of my games, I end up either having too many constructors or too many colony ships when I need the other. Thanks!
Hey Brad, nothing really to comment here that's related to the topic. I just wanted to say that what you're doing, along with the company and how you're approaching the game industry is excellent! You're doing a great job!
Thanks for the tips!
this:
Thx for a great thread
Another instance I've used demolish. Enemy placed an agent on my efficiency center. I was six turns away from getting an agent, which at this point was really expensive. It was faster and cheaper to demolish the center, then rebuild it on another vacant square. The enemy agent sat on an unoccupied square, doing no harm, until I had a spare agent of my own to get rid of him.
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You can do more than use planets to speed you on your way. If they are right next to each other, (or just one space away), you can transport people from one to the other endlessly.
Seems to me that entering or leaving a planet should take up one movement point, but... Oh Well.
SK
Did you know that you can get two Xantinum Hull Platings? I conquered a world where it was already half way built, placed another on a blank tile and it built both of them and each time it said "no additional may be built" TA v2.03
I wonder if it works on other trade good super projects!
BWA HA HA HA HA HA HAAAAA!
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 of people, because usually the basic homeworld is filled up with people, so maybe this could be changed for GalCiv3 ?
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!
True, if the planet is crowded enough the transport are full to extent.
But if I launch manually a dialogue will open in which I can determine the number of passengers, isn´t it?
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 from the start. But if you don´t find an empty planet you might also invade an enemy planet with such a ship, the 250m people from the Colony Module will fight also in battle.
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....
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?
On "Guard" - what has happened in my DA games is that I am given a chance to attack the enemy unit/fleet with my unit/fleet set to "Guard" BEFORE the enemy can attack the base.
If i do not attack, the enemy can go ahead and attack the base.
Is that done then during the auto-turn? like, an enemy ships arrives for the starbase, the auto-turn halts and gives you time to choose the enemy ships to attack with your guardship?
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