Ahzi Dahaka

Ahzi Dahaka

Joined Member # 1978900
0 Posts 0 Replies 796 Reputation

Just do things the Civ way and have pirate ships spawn randomly over time, and at a relatively steady rate. Hooray for space barbarians!

15 Replies 17,371 Views

When upgrading core ship designs, the game doesn't let me remove any components. The Remove button doesn't work at all, and selecting then right-clicking a component from the list at the top only removes the icon from the list--the component is still perfectly visible on the ship itself, and the ship's stats remain unchanged. The only way to get rid of the components is to hit the Clear button, which defeats the whole point of upgrading a ship because you not only have to d

114 Replies 61,138 Views

I think I know what he's talking about with upgrading a ship design, but still having to manually assign its construction. When you go to update a design, and you "clear" it in the ship designer, the game behaves as though you're creating a totally new design, and thus doesn't switch your spaceports to the new design after you obselete the old one. I figured that out when I had to whack the "Clear" button on the core designs when I tried updating them in 1.2 Beta 2, because I couldn'

10 Replies 8,393 Views

These hulls look fantastic, and I can't wait to implement them as a sixth hull style (or if that's not possible, then just as the generic style I suppose). I am wondering, however, if you plan to take various parts of the models (the nacelles, saucers, etc.) and release them as jewelry. Well, provided that's feasible/practical with these models, of course. Additionally, would I be right to remember you saying somewhere that you're only doing Federation ships, and not any o

34 Replies 37,763 Views

As someone who has Civ I, Civ III, Colonization, Master of Magic, Civ IV, and (obviously) GalCiv II, I find that Civ IV tops GalCiv II. An earlier post pretty much summed up why, but what wasn't mentioned was Civ IV's sheer amount of moddability. The python scripting and XML alone allow for you to not only change almost whatever you want, but [i]add[/i] whatever you want, too. What I mean is, if GalCiv II had a moddable scripting language, you'd be able to create carriers,

37 Replies 22,304 Views

If one is to come up with a way that works, the best thing to do would be to first look just at what we're aiming for here, exactly. Just saying carriers is not enough; we need to know exactly what effect on the overall gameplay we want as a result. Considering carriers are typically used as a sort of mobile aircraft base in the real world, it's a given that their function would be to mimic that in the game--in other words, they'd be used to transport small fighter vessels to

26 Replies 18,641 Views

I find it incredibly ironic that such a fuss is being made about the potential cheats have to "ruin" the challenge in player-created mods, considering mods are themselves a potential means of cheating. Also, if a large number of players tell you they had to cheat to beat your mod, you should either be proud, because you succeeded in providing a challenge that's appropriate for the more hardcore players, or take it as a sign that you made your mod too challenging for your target audien

106 Replies 56,467 Views

Thanks for getting the planetary improvements info into the guide... Although it saddens me to find that I can't mod the Initial Colony to double as an Orbital Fleet Manager

85 Replies 244,382 Views

Unemployment, crime, cabinet, space monsters, terror stars, docking bays... Just how much stuff is there that didn't make it into the game? It makes me wonder if there's any modding potential in there--after all, the Sim City 4 modding community's been working with an unused transit network type that they found in the game data.

3 Replies 4,833 Views

I'd been thinking that it would be neat if there was a maneuverability stat that ships had, which would determine their chances of avoiding an attack completely. The inherent maneuverability of a ship would be decrease as the hull size increased, and of course there'd be components (thrusters, evasive auto-pilot , maybe even teleporters). Increases in hull size would also bring drastic increases in component size, so as to keep huge-hulled vessels from darting around like dragonflies. <br

9 Replies 7,266 Views

There's a reason why Civ IV's multiplayer works as well as it does, though--the entire engine was built, from the ground-up, for multiplayer first. It was after they got multiplayer working that Firaxis [i]then[/i] focused on the single-player aspects of the game. There's a reason why they did it like that, too--Civ III implemented multiplayer [i]after[/i] building the game engine with single-player games in mind, and the results were overall pretty mediocre. From the play

17 Replies 18,365 Views

Okay, here's a big list of lots of crap, in no particular order, that I'd like to see someday: 1. Special "Free Design Mode". It would be great to have an item on the main menu that takes you straight into the Ship Designer--and with access to all races, hull styles, and components. There would also be toggles for each of the miniaturization techs, super projects, galactic achievements, trade goods, and whatever else, so that you can simulate whatever level of miniaturizatio

399 Replies 229,919 Views

There actually is a risk of number 3 if you're evil. It's a random event though, and it's planets from [i]all[/i] of the evil races that revolt and form the Fundamentalists. Also, I saw mention of the Civ series' old use of corruption. Please never suggest it again. A better alternative would be, well, what's used now--colony maintainance. It's the same sort of system that Civ IV replaced corruption with, and it works much, much better at preventing infinite sprawl. W

48 Replies 25,197 Views

Heh, I used to have a 64MB Radeon 7000... It was a good card, played Civ IV with it (barely) for a little while, and it supposedly isn't supposed to be able to run the game at all. I got a 256MB Radeon 9600 (AGP 8x) on sale at a local computer store for around $125 early this year (it happened to come with a free copy of Counterstrike: Source, too), and it plays GalCiv II and Civ IV perfectly fine, on maximum settings and 1280x1024 resolution. In fact, the only time I've really taxe

11 Replies 17,517 Views

I sometimes use a sort of theme, depending on what race I'm playing as. For instance, my Korx ships have an economic theme to their names: Monopolizer (a troop transport), Establisher (a constructor), Franchiser (a freighter), etc. Right now I'm playing as the Drath--and since they're reptillian, I'm gonna pull inspiration from that for my classes' names. The components or intended function also play a role sometimes, as is the case for my line of Drengin beam-equipped, armored frig

91 Replies 31,203 Views

Okay, update: I had nothing better to do today, so I actually did do the whole reinstallation dance a second time. Once I downloaded and installed the whole thing as 1.2B1, sans Collectors' Edition content, I checked and saw that the game worked (as expected). I then made backups of the string files for an experiment, installed the Collectors' Edition content, and then updated the game back up to 1.2B1. I was going to see if tossing in my copied "functional" string files

15 Replies 13,284 Views

I'll admit I my post came out quite a bit more harsh than silly (the latter being the intention, of course), and for that I apologize. The truth is that I figure it's a valid enough suggestion, if only because it would be trivial to implement, and would serve to enhance the immersive quality of the game for those who are aware of that sort of thing; it's just that the vast majority of people would either never notice, or wouldn't care about it either way. One does have to admit, thou

18 Replies 9,963 Views

yea, the smac was a good game on the voting part, even with the others wanting to arm nukes, then condim you yfor doing the same or using one Not trying to be a jerk, but I have no idea what you are trying to say. </

17 Replies 9,419 Views