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Do you still think GalCiv 1 is fun even with GalCiv II out?
758 votes
1- Yes
2- No


Culture Stars
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by Citizen CJ Krythos - 8/2/2003 2:26:41 AM

Ok, I got the game recently and been putting many many hours into it and finally worked my way up into having Terror Stars. I got to admit, its cool being able to build an armada of these things but I have come across some better uses than just simply blowing things up. Im betting im not the only one who has seen this but Terror stars are capable of becoming mobile culture centers for bombing other CIVs with your culture.

I realize that they move slowly, which is where this next tip comes in handy. This is something i am not entirely sure of. It may be a glitch or something else but I have discovered how to Tow a terror star. Follow these instructions VERY CLOSELY and it might be possible for you to do the same. I dont know whether or not this is a glitch that occured in just a few copies(mine being one of them) or if it occured in all copies.Here are the steps.

1. build up a terror star with all that you will need to get it fully operational(this will require that it receive FULL upgrades into a terror star)

2. build a ship and send the ship to where the terror star is. I dont know which out of all the ships can do this but I have had the most luck with Frigates and Overlords.

3. now here comes the detailed part. place the ship on the same stack as the T.S. then click on the terror star in the stack.

4. Then make the stack a fleet by clicking on the green arrows at the far right.

5. Now choose a place somewhere that you would like it to travel and send it on autopilot, once it runs out of movement it will cycle over to whatever other ships you may need to move.

6. Finish your turn without clicking on the T.S. stack or touching it in any way and wait until the next turn.

7. when the next turn starts you need to find a ship and let the game cycle through them until it gets to choosing your T.S. Once it gets to the T.S., you should find that it has an increased movement. You will look at the movement on the T.S. and see why i think it is a glitch. The maximum move number is lower than the number of moves left(such as 7/1 moves left).

I cant garuntee this will work but this is how i got mine to move. If you get your stars to do this then say so or if you dont then tell otherwise so I know whether or not this is a unique instance.

Good Luck Everyone

#1  by Veteran vincible - 8/2/2003 3:04:38 AM

Yup, it's a known bug. I don't know if it's been fixed in the beta or not.

I agree with you that terror stars are far more powerful as culture stars. I hardly ever build terror stars, but when I do I use them in exactly the way you describe.

                        
#2  by Citizen CJ Krythos - 8/2/2003 12:44:45 PM

I hope it doesnt get fixed. Its nice to have them be able to move into their territory far faster than your enemies can muster ships to stop it.

Too bad the AI is too stupid to figure out how to use the bug.

#3  by Citizen Rabid Rob - 8/2/2003 2:31:53 PM

Plus, when ya blow a star up, there's this itty bitty poof, and that's it.

I wanted sooper novas!

And I can't blow up unoccupied stars, whats up wit dat? I mean, hey, if I wanna be truly evil, and destroy every star in the galaxy...

                  
#4  by Veteran vincible - 8/2/2003 9:03:05 PM

There were plans to add a cinematic for terror stars blowing up star systems in the expansion, a "death star" style explosion. I haven't heard anything about it yet in the beta though, perhaps it will be released in the final version.

                        
#5  by Citizen LDiCesare - 8/4/2003 4:19:40 AM

I think Ray reported that it has been fixed. It's really a bug that should get rid of, or they should allow terror stars to get speed bonuses as regular ships do.

                      
#6  by Ambassador Ray the Wanderer - 8/4/2003 5:25:56 AM

Yep, fixed.

I haven't tried the new cinematic though. In fact, I haven't blown up a star since I started playing. Blowing up a good planet is a real waste.

                        
#7  by Veteran vincible - 8/4/2003 10:11:31 AM

Yeah, that bug was the only thing that made Terror Stars worthwhile.

                        
#8  by Citizen LDiCesare - 8/4/2003 11:42:34 AM

Blowing up a good planet is a real waste.

Why don't you blow a useless one? Pick a PQ1 star somewhere and blow it, then threaten the Torians that you'll do the same to them if they don't surrender: "My words are backed with death stars!"



                      
#9  by Ambassador Ray the Wanderer - 8/4/2003 12:28:01 PM

AFAIK, you can't zap uninhabitated stars, LDiCesare.

Will load up an old save and test it.

                        
#10  by Diplomat Arturus Magi - 8/5/2003 12:12:58 AM

AFAIK, you can't zap uninhabitated stars, LDiCesare.


Colonize a class 1 with 1M pop, give it to an AI, then blow it up.



       Posted via Stardock Central
#11  by Ambassador Ray the Wanderer - 8/5/2003 12:31:11 AM

That's if the AI don't disband it first.

                        
#12  by Veteran russellmz2 - 8/5/2003 12:38:41 AM

ah culture stars.

fear will keep the local systems in line.
[Message Edited]

            
#13  by Diplomat Arturus Magi - 8/5/2003 1:15:22 AM

That's if the AI don't disband it first.


You'll get at least one turn to do it in. Mass build the terror star with a fleet of constructors, then colonize/trade/exterminate.



       Posted via Stardock Central
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