1 Dark Opportunism 2 Tactical 3 Arcane Knowledge Medium 4 Mana High 5 Death Shard 6 The caster gains 1HP for each unit of his OWN side that dies 7 Book of Wraith Magic 1 Cruel Torture 2 Tactical 3 Arcane Knowledge Low 4 Mana Low 5 None 6 The target loses Int/10 the next turn, Int/6 after that and finally Int/4 7 Book of Wraith Magic 8 Can be dispelled 1 Your Suffering Is
kolpo
[quote who="Sareln" reply="3" id="2642277"]If you edit the original post, you should be given access to a drop down menu of subforums to which to move it. [/quote] Thanks, that worked [e digicons]:D[/e]
[quote who="Sareln" reply="1" id="2642104"]In the expansion pack, Alpha Centarui: Alien Crossfire there were 2 alien factions alongside the usual human factions. If the aliens or humans took a base from the other, the base was reduced to 1 population, and the rest of the population took flight in colony pods. This represented the two species being so radically different that there was no possible way at coexistence within a single base. I would consider this the baselin
Empire cities shall be inhabited by a different race and have different buildings, so what happens if humans conquer an empire city? Shall humans simply always destroy that empire city or shall they occupy that city, allowing them to build empire buildings and have an empire race in one city. Another possibility is that that city is slowly converted to a human city. You could also ask the reverse question "What happens when the empire conquers an human city?" but I think tha
In the second screenshot it appears like the fallen have formed an alliance with some ogres, or is that an ogre city? From what is shown so far do i prefre the fallen art style, this while I normally play more with the good factions.
I also prefere it when races can't be truly defined as evil. Some races and cultures may be more suited for evil then others, but I think that all should have some option to be both. You could maybe have a fallen faction that instead of killing the weaker, transforms them in something stronger. That faction could claim that it wants all people to become strong and powerfull, it could pretent to be the savour of the weaker men. Yet could that "transformation" involved magic or technolo
In many games I play do I think that the game is dediced too much by who grabbed the most planets in the initial fase and not by the actual management of their empires after that. Because of that do I suggest an option that let the game start right after the planet grab. Where everyone is given roughly the same amount and quality of planets and where the management of their empire is the all deciding factor.
Fritz maybe you mean http://www.shatters.net/celestia/
"I am having the same problem, and noticed from your debug that I have the same video card as you... Maybe it's related to the video card? Although, mine has yet to magically fix itself since I updated to 1.1 Beta 2... Any ideas on what you MAY have done to fix the problem?" Between the moment it worked and when it didn't do a lot. I played some civ4, norton anti-virus did it's regular scan and because it found some adware in my temp folders, cleared I all my temp folders(both the wi
The problem suddenly disappeared(just like it came suddenly). I did nothing special, no idea what caused it or what solved it, strange problem
Can you post your debug.err file here so we can get a better idea of system setup? Hopefully we can get your problem fixed ASAP. Thanks! Debug Message: Version v1.1 BETA-2A last updated on: Thu Mar 30 21:37:53 2006 Debug Message: *********DXDiag info follows.********* System
Proberbly your best idea is to download and install the entire game, that might solve your problems of features missing. That is the thing I did, I'm now using the downloadable version from stardock and it still gives the same problems. I first thought it was related with the european version but ap
I have the exact same error, both installing from my CD's and then upgarding to beta2 or downloading it all from stardock manager give this problem for me. I didn't had that problem in beta, I'm using the english european version. 1
No text on menu's and other stuff in beta2, I had no problem with this in beta1. Debug Message: Version v1.1 BETA-2A last updated on: Thu Mar 30 21:37:53 2006 Debug Message: *********DXDiag info follows.********* System Info Time: 3/31/2006, 19:41:27 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: KRIS-1V9NQQCYD7 Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.050301-1519) Languages: Dutch
"edit: does someone know what was the formulae of the 1.0X taxrate ?" population/100 * tax_rate Something bewteen deminishing and linear returns(like you suggested) could be the best balance. Another current issue is that population alone can let you win influence wars(to take over other planets) even when their are influence buildings on those planets. Someone who sacrifices his valuabele land to build buildings who only produce influence, should have
I agree that the square root system might have too much diminishing returns, but more population means also more influence and better defended worlds. Making very high population too rewarding could replace the current imbalance with the opposide imbalance, where high population(= many farms) is a non brainer for cash cow worlds, influence worlds and well defended worlds. Even building many farms on all your worlds could become a strategy(and compensating the lost production with rush buying).<
Still the full price I think
I have played both galciv1 and galciv2 and teh core gameplay changed a lot, it might not be evident on your first game but it has changed at lot. In galciv1 was planet management about building building is a certain order and in the end had each planet the same builds and was it basically the same(planet class was teh only real difference). Galciv2 on teh otehr hand allows you to specilaize and focus worlds. You can fill a world with factori
Is three entertainment centers enough to overcome the morale penalty of having 29 billion people? yes it can be enough. You have 3 stock markets who each produce 10% morale = 30% morale You have 3 entertainment buildings who each produce 30% morale = 90% morale This already gives you +120% morale and you also
I did a little simulation in excel based on what I heard about the new tax system and it seems that the ideal number of farms has been slightly lowered on very good worlds but didn't changed that much on normal worlds. Before the patch was a balanced mix the best solution. Now seems it that 3-4 farms is the best even on very good worlds, this is caused by the deminishing returns of farms. Having good dedicated cash cow worlds is still worth it, they can still produce gigantic sums of money. But
oke thanks for your clarification. I gues that the alterians are so affraid of the evil alliance that they are willing to overlook my evil actions for as long as I help them fight the evil alliance.
I am trying that scenario thinking that everyone would ally based on alignment but when I discovered xeno ethics and choiced evil stayed I in the same team as the alterians and the idocian. I thought I would then join the team of the drengin but that didn't happened. Is this how it is supposed to work?
If I make all my trade routes between the same 2 planets (like all between earth and idocia) shall they then create less revenue then when I spread them to and from many different worlds?
The big downside of nanorippers is there price. In my last game had I a custom race with 30% economy and the federalistic party(+20% economy) yet was I unable to pay the ship mainetance at 100% industrial output. It could have to do that there was no trade(I was in war with everyone so there was no trade). But I also noticed that my enemies both produces 4 times as many ships then I and even the nanorippers couldn't stop that. Wars are wars between economies. If my nanoripper ships k
With 16 logististic can you normally have 3 large ships in a fleet, if that isn't the case do you have a bug.