Eilarais

Eilarais

Joined Member # 2150706
1 Posts 14 Replies 645 Reputation

#1 Diplomacy: Exactly as stated above. The ability to communicate conditional statements to the AI. #2 Race-specific objects: Without using the custom tech tree hack. Lots of modding potential here. #3 'Shipyard-only' flag for ship designs: Enough said. #4 Nothing: I like the new features, but there is a need for another solid round of QA testing. For example, PQ bonus of captured planets, "11string not found", etc.

70 Replies 35,155 Views

I'll say this, if I can't find a crack for the game, I won't buy it. This has become my decision rule for all new purchaces since protection methods started blacklisting third-party software. I couldn't see straight after the first time I saw one of those little windows telling me to uninstall software from MY computer.

42 Replies 28,299 Views

Those definitions are in the game's code. I wouldn't recommend changing them anyway, however, because the AI gets a little weird if it's production capacity is too far off from it's available techs.

1 Replies 3,017 Views

It's 'The Balance'. I'd personally like to see features which really dig into managing a civilization; specializing planets, setting food routes, and all the other little things which keep the typical obsessive-compulsive player happy. Hell, left to my own devices, I'd be plotting out power conduits on my ships. But for every detail which is expanded, the game's

19 Replies 13,871 Views

The only problem I see with this idea is, how long do most games really take? I don't think I've had a game thats lasted more then 5 years and I played a tough game on a huge map with 9 AI. It wouldn't even have to happen every game, though. It'd be a lot like a random event, except that you could make it happen to someone else. I don't

9 Replies 5,696 Views

It would be great to be able to deal with that diplomatically. If you can use influence to weaken military production, and you can use ships to intimidate other races, why not use diplomacy to change influence rules? At the very least, you could pay another race to not flip a planet.

11 Replies 9,326 Views

The other problem is that each race-specific change then also requires it's own technology, and also shows up seperately from the main item instead of replacing it. And you have to disable tech trading for it to work smoothly. My idea is to use this feature to tweak the default items for each race instead of adding new ones. It would really help to differentiate more between races if the Thalans had slightly better factories and the Drath had slightly smaller defense components. Unfortu

2 Replies 3,216 Views

Will there be an option to add race-specific items in future versions? Specifically, it would be great for improvements, starbase modules, components, and technologies to be able to be divided that way.

2 Replies 3,216 Views

There are some good ways to use surrendering to your advantage, but the problem is that, for a lot of players, it messes up the story. I don't like the idea of one race immediately becoming indistinguishable from another, and I hate having to end a war because it was going too well. Any word from Stardock on this one?

16 Replies 8,929 Views

Yeah, I think that the threat is implied if you ask for something without offering anything else in return. The AI'll never surrender something as vital as a planet or a starbase though. I thought that might be the case, but there are 4 problems with this: 1. You cannot use a threat in connection with anything else. The idea is to offer

5 Replies 3,717 Views

I know that DA lets you customize other races, will any part of this include the ability to switch off or tweak the surrender function that the AI uses? I have issues with that particular feature, and I think it's something that would make the whole game much more fun for certain playing styles. Also, is it possible to jack up loyalty bonuses to the point where it effectively shuts off planet-flipping?

16 Replies 8,929 Views

I'm getting more into the diplomacy aspect of the game right now, and there is one thing I'm confused about. Is there any way of threatening an alien race if they don't accept a trade? As it stands now, there doesn't seem to be any way to say "If you don't do this, I will declare war, or set an embargo." I've tried to do this a few times to end wars between other races that were bad for me, or to 'request' a resource in my own territory before declaring war. As it stands now, I have to pay t

5 Replies 3,717 Views

I'm currently working on a large mod that has, among other things, a number of meshes that had to be fixed. Unfortunately, v1.3 comes with a whole new set of meshes, which are in a new format but still not fixed. Are there any tools available to convert the new files back to text, or any freely available programs that will allow editing of the hardpoints?

1 Replies 2,762 Views

Nevermind, turned out to be a mod-related problem. In case you're still interested, the game couldn't find 'Miniballs0' in the gc2types file, which is hardcoded as a starbase weapon.

2 Replies 1,649 Views

I'm getting a CTD in 1.2 every time a starbase with an attack value is atacked. The game crashes right before the starbase fires its weapons. if instant battles are set then the game doesn't crash. Is anyone else having this problem?

2 Replies 1,649 Views

I wanted to sound off here, because this is a big deal for me. I've been a big fan of PC gaming for over 10 years now, but copy protection schemes have been turning me away from the whole industry lately. Here are the main problems I have: 1. Publishers are copy-protecting CDs without guaranteeing their quality or offering replacements. CDs wear out when you keep using them. 2. Copy-protection software is blacklisting third-party applications with legitimate functionality.

70 Replies 97,750 Views

I need to hold off on the 1.2 beta patch for now, but I'd like to get a copy of the smaller planet mesh for performance reasons. Can someone with the 1.2 beta patch put up the sphere.x file in the gfx\models directory?

0 Replies 1,233 Views

In one of my games, I noticed that the AI had 30-50 freighters on the map, moving back and forth between planets (large freighters, not trade route freighters). I have seen the Arceans and Altarians do this, but not the Drengin, Yor, or Terrans. I am playing on intelligent, and the tech rate is set to very slow. Has anyone else had this problem?

1 Replies 1,930 Views

2 problems for me: 1. Range seems to be reduced for any ship not designed in the current game. On large maps, the range is halved, but creating identical ships on different map sizes results in different ranges when the game is restarted. 2. I can't upgrade any ship not designed in the current game. I get the 'component is too large' message when I try to place anything.

350 Replies 163,367 Views

Debug Message: Version v1.1 BETA-1 last updated on: Fri Mar 24 19:54:46 2006 Debug Message: Could not find a TGN Serial No. Debug Message: *********DXDiag info follows.********* System Info Time: 3/25/2006, 10:30:10 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: COMPUTER Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.050301-1519) Languages: English (

350 Replies 163,367 Views

I've noticed a small issue when placing components on ships. If you hover the mouse above an area which has one hardpoint 'under' another, the component will always be shown on the point with the higher z-value, which is almost never the correct one. I'm almost positive it would be a simple matter to flip this around so that the lowest z-value gets priority instead. This could really speed up ship creation for complex designs.

0 Replies 2,267 Views

Glitch: A race's PQ ability only affects the number of usable tiles on the home planet. Also, future changes to the PQ ability will not affect any planets, including the home planet. You can reproduce this by changing a race's PQ ability to a very high number and starting a game. The first planet will have a very large number of tiles, but any planets colonized later will have the default amount. There is more information on this glitch here: https://forums.galciv2.com/?

317 Replies 92,236 Views