I bought Sins shortly after it came out, but I never got round to playing until very recently (when I bought both Entrenchment and Diplomacy, at the same time); so I've never played without Diplomacy. I like everything about Diplomacy, except for the diplomatic victory condition. Whether I win a diplomatic victory or the AI does, it doesn't feel like the end of a game; and I always want to keep playing. Other than a diplomatic victory, what victory conditions are t
JetJaguar72
What is the overall best capital ship of the TEC?
Would someone please explain how "allied victory" settings work? The manual doesn't mention it. Thanks in advance
Hi -I'm a new player. For weapon types (auto-cannon, laser, ect.), does anything matter other than average damage per second? Do these various weapon types have different ranges, rates-of-fire and other attributes? Thanks in advance
What exactly do "natural abilities" effect in the AI "personality" set up? Thanks in advance
Does the new option "fleet size" give you the option to make fleets smaller? If so, how does it do so? How much smaller will fleets be? Thanks in advance
[quote who="ice27828" reply="12" id="2532199"]Interesting no one has mentioned the star trek mod yet [/quote] Where can I find the Star Trek mod? How well does SINS convert to the Star Trek "universe"? Thanks in advance
What are the available options for "fleet sizes"? Thanks in advance
[quote who="ElZoido" reply="3" id="2469207"]You could try this. However I did have evil civs colonizing quite fine in a number of games, although they sometimes do seem to take a bit more time to do so. Maybe they just ended up with bad starting positions? [/quote] It's been happening in every game I start, so I don't think it's bad starting positions; unless they've really been consistantly unlucky. Maybe The Drengin and The Korath are only suppose to colon
Whould setting The Drengin and Korath to "generic" personalities solve this colonization problem?
For some reason when I'm at the race selection screen, The Terrain Alliance is replaced by a custom race; so I'm unable to select them. I tried re-installing, but this problem is still the same. Could anyone please help me with this? Thanks in advance
I'm noticing that in my ToA 2.03 campaigns that the "evil"races (specifically the Drengin, Korath, Korx and Yor) aren't colonizing more than 1 or 2 planets during the "colony rush" phase of the game; while races like the Altarians will colonize a dozen planets. In my current campaign, the Altarians have 13 planets; while the Drengin, Korath, Korx and Yor each have 2 or 3 planets total (including their homeworld). Is this just a coincidence? or is this an every game
I'm trying to decide if I should play with mega events or not. Could I please have a breakdown of the pros and cons of playing with mega events on? thanks in advance
I'd like to mod out (or at least modify) some of the Mega Events (like precurser ships and the arrival of the Dreadlords). Where can I find these mega events? by the way, I'm playing Twilight of Anor. Thanks in advance
I'm trying to mod The Terrain Alliance's +30 diplomatic racial ability to +0. I've edited it in the race configuration files and in the default mods file; but every time I start a new game, I see the +30 to diplomacy for the Terrain Alliance. What am I doing wrong? Thanks in advance
[quote who="KzintiPatriarch" reply="1" id="2418444"]Peace-time? This is an alien concept to the Kzinti! They should be placed somewhere convenient for the next war you will launch... Sentient species taste better... [/quote] but even during times of war, are you generally better off placing your fleets on your starbases or orbiting your planets? or neither? also: do you play with a mod that has races from "Federation Space"
[quote who="CraigHB" reply="1" id="2418795"]You can assign the other races their points if you like, but they do it on their own if you don't, it just doesn't show up in the race selection screen, but the bonuses are there after you start the game. You can look for yourself by running the game in cheat mode and switching to the race using the hot-seat key combination. Look at bonuses in the stats and graphs section of the civ manager. There's some other inter
[quote who="CraigHB" reply="15" id="2418822"]Normally, settings files are located in the program files directory, but it depends on where you told Impulse to install your games. For Twilight of the Arnor, the default location for settings files would be as follows, if I recall correctly; C:\Program Files\Stardock\Games\GalCiv2\Twilight\Data\English User specific files are normally located in; C:\Documents and Settings\ \My Documents\M
Hi. I'm about to play ToA for the first time and I have a couple of questions: - what happens to the excess racial points of the AI empires? Should I choose their excess abilities for them? - where can I find a description of the strengths & weaknesses of the AI races? I know that they now each have their own tech tree in ToA; this combined with their own racial traits/abilities must make each of them quite different from one another. Thanks in advance </
I'm having trouble finding the XML settings files. Where are they? Thanks in advance
Where should I place my fleets/ships during peacetime? Should I have them orbiting my planets? On the same squares as my starbases? or on the edge of my influence borders? Thanks in advance
Hi. I'm a new player and I think I'm fortunate to be starting with the Entrechment update and the latest patch. My question is: how long of a wait do you think it will be before the beta of the Diplomacy expansion is available? If it's maybe a matter of days or a couple of weeks, I might delay starting to play SoaSE until the Diploamcy beta is available; if you don't think the beta will be available for a longer time, then I might star
[quote who="Shnoze Shmon" reply="5" id="2090552"]Special roll ships Sensor Ghost Cheep ship, lots of sensors, enough speed to reach well into enemy territory before getting killed. The name describes the tactic and the effect in the game. Interceptor Medeum to huge hull, lots of engines, 1 or 2 weapons. Primary target is enemy troop ships. All other non-coms and scouting are secondary role. Pre-emption Very fa
Early in every one of my games so far, the United Planets proposal which moves enemy ships out of an attacked civ's cultural borders is passed. My question is: Does the passing of this resolution basically create the idea of territorial space in GalCiv 2? Thanks in advance
Is it compatable with ToA version 2.02 (the latest version)?