Okay, I'm a vetran GalCiv II player and I can't figure out for the life of me how to construct a Terror Star! Somebody Please Help!
I addressed it, but I did not disprove it. Rather, I asked you to prove it.
Was that your final answer?
I'll have to check it out at some point. Combination of watching 2nd season of The Tudors and the Commercial Bowl this weekend killed any game time.
it must be the plaid engine tech that I have not reached yet
Wormholes? Nah.
I noticed my space miner moves faster than 1 space/turn when fleeted... Did they start using an average speed with fleets instead of "as fast as the slowest ship"? If that's the case, couldn't you load up a larger hulled ship with a bunch of engines and effectively make a giant tugboat? Idk, shot in the dark, I was obsessed with the game more than a year ago, put it down for various reasons and just recently bought TotA and got back into it.
Space Miners move at normal ship speed, it's the asteroids that cause them to slow to 1pc/turn.
Ah... I'd only noticed the behavior when I moved one off of an asteroid... but I guess that would count as travelling through the field. I figured it couldn't be that simple
Space miners also have an odd movement bug when fleeted, but who the hell ever fleets space miners?
Ha! The computer grabbed some far flung asteriods earlier and I'm at war with them... Alterians experienced the (mini?)mega-event of finding an artifact that makes them more powerful with every turn... so I want to be sitting on every possible advantage (and get to them before another civ does) as I dismantle the Yor empire and reposition myself to check the Alterians. Didn't want some errant Yor fighter to snipe my miner as it was moving into position.
Heh... I'm pretty sure they were Lemming-aliens too, which made it even funnier.
Ahh, Star Control 2... Fun times.
Ok, I can't resist taking a stab at this. I'm guessing there's some bug where if you have a lot of fleets or something you can get them to trade places. If you can reliably get the fleet with the terror star to take the place of another fleet that's already in position, it could effectively telaport the terror star without using wormholes.
No warships are necessary. We've established that fleeting the TS is necessary, but that's about it.
For the record...the TS will move over every single tile that is on the way to its destination. At speed one. In one turn.
This is the part that always confused me. This huge thing can withstand driving into a sun and a subsequent explosion which is big enough to destroy surrounding planets...But it can be taken out by a tiny ship with a single laser.
HUH???
Which is why I want them to blow themselves up when they blow up the star.
And then, and only then, can we talk about buffing them by raising the speed or making them more defendable or any of that jazz.
So what is the answer?
Sorry for the thread necromancy but I gotta know, and I searched and couldn't find it. I swear I'll never ever use it in a game, but I gotta know! Someone, please! How?
Yeah this has been nothing but a 6 month blue-ball. How is it done???
I think that for game balance purposes, I'd advocate allowing Terror Stars to mount defensive modules. Same with Ascension Starbases.Basically, things like Battle Stations, Overlord Armor, etc. should be allowed. They should be allowed some basic defense.
The only effective tactic that I've seen so far with Terror Stars is to send in some constructors (5 to each solar system) to a civilization that you wish to go to war with. Put them right beside each star. Build them into Terror Stars (you'll need a fair amount of cash to do this). If you don't have the cash to do this, do this to the most important systems (the home system, and any other planets with a high PQ unless you intend to capture said planet, in which case, don't do this). Declare war or do so by blowing up stars. Enjoy the show.
You'll have to rush in defense ships to defend your Terror stars afterwards, unless of course you've sent them on a suicide mission. Either way, if you destroy a lot of solar systems, you may have fatally crippled said target civilization. On the downside, other civilizations seem to look down on what you just did. You may suffer a diplomacy penalty for the rest of the game (but then again, if you're doing what I said, you're probably pursuing a conquest victory anyways).
Well no one seems to have replied to this for a long time now, so I guess I will try a crack at it. Could it be:
1) Put a military starbase in every place you intend to move the Terror Star through. So you would have a long string of military starbases end to end across the galaxy. Would take a lot of resources and money.
2) On each military starbase, make sure it is loaded up with the modules that increase ship speed. I don't know the maximum this would be, but it is probably 3 or 4 per starbase.
3) Make sure the Terror Star is built within the influence range of one of these military starbases. When it is ready to move out, fleet it up with a ship. Now, the ship gets the benefit of the speed boost from the military starbase, and I am guessing that as it moves from the influence range of one starbase to the next, it maintains its speed movement boost constantly all the way across the galaxy until it hits the last military starbase in the "necklace of death" - said final military starbase being located right next to the Star you wish to explode.
4) So basically the Terror Star gains the same speed movement boost by virtue of being fleeted with any regular spaceship.
Is that the answer ?
Due to the speed issue, treat terror stars as single-use ships, although on occasion you might get two systems. It's cheaper and faster to just build a new one where you need it.
Does it involve passing a certain United Planets Resolution?
ehm, how?
After the last constructor has done it's job, then you must wait for 10 weeks as the Terror Star "boots up". After that point, send it towards the star in a system and then watch the fireworks. Note, a STAR, not a planet. Some people have had some issues with them.Also note, this thing oonly moves at 1 square a week...so if you can, build it right next to a star so it can be useful fairly quickly once it's operational.
This would be nice of the game to mention as mine has 0 movement points right now and I cheated the game to build another one to see if it was a bug.
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