Been playing the TA beta and got a question. If I mod in a city building that gives a little of everything, will the AI be smart enough to use it? Kyle
Tilarium
As happy as I am for a new beta I'm even more happy because we can again have custom races! Nothing against the non-customs but I love designing my own races.... matter of fact, this weekend is going to be a nice scenerio where there was an impeding disaster and several groups of Terrans left Earth and so humanity over the last 400 years developed slightly differant on each of the worlds... oh yes, there will be blood... His Divine Shadow shall see to that! Woo-hoo!
[quote]Looks like friday afternoon/evening for beta at best unless there doing a late shift tonight a week thursday release would be very dissapointing.[/quote] Woo--hoo release in 2 hours then! Then again, if their here in Hawaii they are probably all at the beach... Kyle... who SHOULD be at the beach
I went and added creative to the terrans for my games and by 22 June 2227 (game starts 1 Jan 2227 for referance) I'd had the creative feature hit 4 times! The last one hit right after I started a researchthat would have taken 24 weeks, but instead I get the research the next week... It just seems way way to common right now, it should have a 1% chance of firing, not whatever it's set to now. Kyle
So I'm sitting here loading map after map after map. I'll generate a map, play a few turns, quit, start a new game (and map) play for alittle, quit. The reason why can be easily solved with the addition of another slider at game start up. I'm getting TONS of planets that are quility 10 or more. The last game had *3* planets in one system that were 14, 16, and 19 and in the system right next to it there was a 9, 13, 19. I mean come on! So I purpose adding in a "high quility planet" slider w
Would still be nice to have it undisabled though. I don't really like playing the stock races, never have, but I'm patiant, only another month or so until release if it isn't pushed back again (I'm not complaining, longer the wait the better the game!)
Awsome to hear, Kryo! I remember trying to change it in DL but it didn't work.. and never tried it in DA. Kyle
I remember that one of the DL map progrems also had scenerio editor with options to let the minor races colonize. Anyone know how to mod the game so they always do that from the get go? Always wanted them to expand and have SOME impact on the game. Kyle
An option to increase or degrees the amount of planets that require the correct tech researched to colonize. You know, the water worlds and the toxic worlds. Last game I played atleast 75% of the planets required some technology to colonize.... Kyle
Hmm... they're looking for ideas for the next update, let's all go to that post and say MAP EDITOR! And we also have say that the player made ones maybe good but there still isn't one that works for DA and as far as I can tell nobody is working on one. A favorite responce when asked why there is no editor is that fans can make a better one then they can. Kyle
I have one that I liked to use of our galaxy. I tried to use it when DA first came out but could only play against the Terran Alliance. Said that it couldn't support all the opponents I was using. Was playing a custom race with 9 opponents including 1 custom opponent. My guess is that the map was made giving out home worlds and sense some of the homeworlds have changed they didn't mesh with it but then I don't really know. Kyle
Anyone know of a map maker/builder/editor that works with DA? Kyle
Do'h, thought there was a scenerio to do that but couldn't figure out which one. Didn't realize the AI was capable of adding it own components to it's ship templates. Thats really cool though, means that each time I see those ships it'll always be differant! Kyle
So was wondering about give my new enemies custom ships. I know I can design the ships and assign it as a template to replace other ships. Now, here's the question, if I replace a ship with another ship does the new ship need the same componants or will it's required skills be reassigned to match the new componants. Or can I use a blank template and not worry about the weapons and defenses and what have you because the computer will add them on based on what was on the replaced template.
Ummm... I don't know what ya'll are looking for. All this does is reduce the distance from your home system that a ship can travel without life support components. AI get's it to, when your on the opponent screen hit edit then clear and it'll add the negative range. I personally use -250, I'm actually thinking about going to -350 right now.
See I find it funny when it's said that the fans make better ones. That maybe the cause but nobody has made a map editor for DA and I need one because I'm getting sick and tired of 90% of the maps I've generated sense the game was released having me start to close to the edge for my taste. 8% of the time getting started a good distance from the edge to make me happy but have NO planets I can colonize anywhere near me with the planets, stars, and habitable planets all on abundant and the last 2
My only question is when/if it's going to be updated to make maps for DA sense you know, that's the latest and greatest and all Kyle
Asking again. Anyone know of one that's being worked on that's compatable with DA? I've literly spent all day yesterday and today starting a new games because I always get stuck on or near an edge or corner and I HATE that. Kyle
Ok, now the next thing I'd like to change/fix whatever is to remove all ships at start for everyone. I'm searched and can't find it, going to keep looking but asking here in case anyone knows. Kyle
And there is the one step I was missing all day, clearing... now the fun part... rebuilding all of the regular races so they can have the -150 range
How about this, we all stop bickering here? I stated why I see it as a problem. I don't care about your little soap oprea, take it to private messages or something and let this thread get back to normal. Kyle
It's pointing to C:\Program Files\Stardock\TotalGaming\GalCiv2\DarkAvatar\Mods\My Changes which is where the file is in. Kyle
Hmmm.... that's where I got them. Was hoping I had them in the wrong place. I'm very perplexed.
Yup, no go. Where should the file go within the mods folder? Kyle
Where I assumed it would be to, but it wasn't. The default that the game was looking for mods was in the same area, so I added the folder and.... Nothing. They aren't working even in there so maybe someone forgot the line of text and tells the game to actually LOOK and use the files in that folder... I don't know. Kyle