I've actually found that Neural Dampening can be a pain. One of your soldiers can basically be caught in a stun lock. So best to mix it up a bit and have Neural Feedback on a few soldiers - it's cheaper and if the controlling alien dies then the mind control is broken.
RemingtonRyder
I increased the colony module build cost to 100 without any adverse effects, other than the fact that of course, it takes a little longer to build colony ships.
Squad sight is still pretty rad, but it loses critical capability unless you use Head Shot.
[quote who="louist" reply="23" id="3422088"] Anyone else finding it a lot easier than EU?[/quote] Battleships with lots of Sectopods are tough. There was like three of them in the fusion core room when I played. Sectopods now divide their incoming damage by 2. That being said, MECs are kickass against regular enemies. Less than twelve HP? Say hello to my kinetic fist o' doom. ;) Genetically modified soldiers are even more awes
Yep. I'm not sure how far ahead in the tech tree the AI looks, but if your range tech is behind a tech that the AI doesn't value much, then it may not get researched.
Beats me then. Unless the original assumption about AI 7 not colonising inside foreign influence is incorrect, and there is some other calculation at work.
Hmm, interesting observations. Maybe the changes to life support are responsible for this shift in AI 7's strategy? I would hazard a guess and say that AI 7 will only send colony ships a certain distance from its influence. Now that empires are more contiguous, that isn't as much of a problem.
Welp, I saw the game in the store and picked it up. Curse my impulsive gamer brain.
I've seen the AI get rid of ships when it is in dire straits financially, like when it has been building ships during an economic boom and when that ends it suddenly hasn't got the money to support them.
The only way to severely restrict life support modules would be to vastly increase the size and/or cost. You could also make their availability very limited - for example, get rid of all but one module and have that one on the last life support tech.
The Ultimate Edition is really the original GC2 plus the two expansions, DA and TA. So yes, the mod should work fine. Have you had a look at this mod installation guide? Mod installation for GC2: Ultimate Edition
The thing is, the AI isn't always particularly savvy about technology trading. They may not realise that the benefits of those new techs are soon turned against them. I also like playing with tech trading off because I then have to do all my own research, and so does everyone else for that matter. By the way, it's not just races that you play that will get a .raceconfigxml file, if you customise any of your opponents then a file is automatically saved for them to
If it's from the Library, it may be an old mod, in which case you'll need to use it with GC2: Dread Lords or GC2: Dark Avatar. To do that you'll need to take a look under your game directory, find GalCiv2.exe (or GC2DarkAvatar.exe in the DarkAvatar folder) and make a shortcut to them so you can launch them instead of Twilight of the Arnor, which is the default. Can't really tell you any more than that without a link to the mod.
No... it's really kicked the llama's bucket. :(
The Ultimate Edition defaults to launching with the Twilight of the Arnor expansion. Yes, the tech tree mods alter how the AI players approach their research. Usually this is for the better, allowing them to better prioritise projects that can improve their overall position. Of course this means that they may be more challenging than before. As long as you remember to backup and/or clear the raceconfigxml files when switching between mods and unmodded, you shouldn&
My Documents\My Games\GC2TwilightArnor is where you should look. :)
Open up the file in your data folder with a raceconfigxml extension (e.g. Terran Alliance.raceconfigxml) with a text editor, look for the tag and change the number next to it. Bear in mind that if you're using a mod which changes these values, when you clear that race in game it will be set to the defaults from the mod's raceconfig.xml, which means you would need to set the personality to your preference again. If you like, you can change the defaul
I find that the Drengin do great with AIP 8. Hyper-militant and expansive suits them just fine.
Besides which, modded stuff should go in your data directory. That way if you do something wrong, it's easy to revert.
I gave it a try yesterday, it's really good although I'm not fond of the red afterimage when scrolling text.
It's worth a try. I certainly found that on an Immense galaxy with scattered stars, even with stars set to Uncommon I could still make good expansion progress with no life support modules on my ships at all. I think that it may lead to games which are more affected by starting position i.e. luck with having habitable planets nearby.
Just so you know, running a test game with 6A and wow, things are very different. For example, I'm joint lead with the Krynn on colonies at 31. These are the guys that remember, last game, didn't do much of anything except fill entire worlds with factories. The Torians are far behind with just 13 colonies, and the Arceans (who I'm not playing this time around) have just 6 to their name. Basically empires are a lot more contiguous now, because
[quote who="kryo" reply="2" id="3417772"] Sorry about that--uploads weren't working for quite a while... apparently when they got fixed nobody said anything about it, so it wasn't being monitored. I've pushed the buttons.[/quote] Yay, thanks. Although, looking at the front page right now, the page numbers are flying off the right there, so... new bug?
Use the 'External Link' at the top of the page or download using the link labelled 6A from the top post, they're both the same. :)
Well, the Ultimate Edition is basically the same as having the base game and both expansions so you'll be fine with any of the mods. The only thing is, most of the tech tree mods modify the same files, so you can only play with one of those installed at a time. Additionally most or all of them change the raceconfig, so if you want to keep your configurations for the default races, you'll need to back them up before changing mods (if not, just hit clear on each race and r