Yeah, I guess I could take another look at the factory costs. :) Bear in mind though that as upgrades are completed on a tile, the cost to do so rises. It's one of the reasons why the AI takes so long to do its upgrades - it does every upgrade as and when they become available.
RemingtonRyder
[quote who="nDervish" reply="22" id="3311622"]I've heard mentions here in the forum of one of the default factions having a trainable road-building unit, but I've never seen it in-game.)[/quote] Capitar has road-building available on pioneers by default, and can train units with the ability as well.
I like the pioneer change. Population growth is more useful and you can work on other things without worrying about the lost opportunity to spam a pioneer out.
[quote quoting="post"] (dedicated to those who think that building roads with engineers is too much micromanagement). [/quote] Ahem.
Terror Star 2: Explode More Stars ;)
If it's true that the suits are only interested in the bottom line and they will do anything (including keeping the game under wraps until release) then whether a developer stays on or moves on to bigger and better things has little to do with the ranting of players on a forum, only on how well a game sells. There is room for improvement on the part of game developers. But as long as consumers keep buying games impulsively, the wrong message is going to keep reaching the sui
This is what happens when your consumer base learns to blame others and point the finger at a scapegoat. With most games being a team effort. you cannot say with any certainty where the fault lies unless you have detailed knowledge of the game's development process and the persons involved. There is no personal injury from playing a defective or substandard game. There's certainly no reason why you are compelled to run out and buy a game on release day without read
The AI was getting bogged down researching the advanced stage when all they need in the early stages of the game is the first tech so that they can plant their flag. Additionally some races get the first stage of the extreme colonisation tech as part of their Super Ability, and this was again causing them to go 'OMG Advanced Extreme World Colonisation tech asdjghgdkd!!' and completely ignore the other stuff at the start of the tech tree. So I split them up and moved th
Galactic Civilizations III: The Wrath of Jenna Yeah I guess that's got a certain ring to it, especially since... well, don't want to spoil the plot for anyone who hasn't finished the GC2 campaign. Think it might be early making an announcement about a sequel though.
You can have as many soldiers as you want (there's no wage bill, just a hiring cost) but you can take a maximum of six on a mission.
It can be a bit counter-intuitive to take a step back and let others do the things you usually do, but the effects of overworking can have consequences that negate the benefits of applying your expertise in multiple areas. When you put out test builds I see that as smart working. Not everyone is going to try it, but as long as a certain number of players do and report back useful data, you've just shortened the time it takes to figure out if that new code works as you intend
Asteroid mines do add to your manufacturing capability (mp) on a planet, but they don't provide a percentage bonus like power plants, moons, starbases and your race's military and social abilities. Any percentage bonus to your base manufacturing ability (initial colony + factories + asteroids) is costed at half what the base manufacturing points cost. Same goes for bonus research (in fact, these are rolled together in your finance screen). Effectively, the more p
You need a tech with the internal name ' AdvancedColonization' in your tech tree. The main TechTree.xml file should have it already costed and stuff, you just need to set the prerequisite tech to unlock it. Basically, racial tech trees (e.g. Zylon Tech Tree.xml) don't grab techs from the TechTree.xml unless there's at least a (sorry if I mangled the syntax) included in the file.
Maybe the natural counter to expansion is to just make all the monsters want to exterminate you. ;) It fits the setting and even some of the random events and dialogue text. Plus it makes holding onto the cities you have more rewarding instead of meh, I have another conclave, or oh look I have another fortress. When a horde of butchermen come shuffling over that hill and your cities just barely hold them off you'll be like, YES!
Minecraft needs Java so... :P
1. I can't start a random map with the hero I want near the starting point. The ability to choose one (custom heroes too!) instead of randomising about a dozen times would be useful. I mean what's the point in modding new heroes if there's basically a one if twenty chance (or lower) that they'll show up? 2. There are some times that you just want a town or a fortress to do nothing. Maybe you have a tech finishing in two turns and you don't want to
Well before you go uninstalling GC2, check to see if the game runs fine without mods on. Save yourself quite a bit of time. :) Switching between mods without starting a new game might cause weirdness. You might also be better off installing mods to the My Games\GC2TwilightArnor\Mods folder.
You do have to unzip it, actually. Well, rather, you need to move the folder containing the mod into the mod folder, it amounts to teh same thing. The game won't read ZIP folders, sucks I know.
I suggested something like this in another thread but I'd like to see a sort of 'survival' mutator which means pioneers can't be built at all, instead they appear when you pass certain milestones. One milestone might be to clear out five monster lairs. And yes, especially when monster density is initially set to sparse, it really does take a random event that spawns new monsters and lairs to liven things up, because the land quickly gets swallowed up by cities. &
Oh no how will I ever dial a nine-chevron address without Java? :P
In my opinion, pioneers should be hard to get. Not so hard that the AI struggles, mind. One of the things I loved about Civ 5 was that you got free units for filling out some civ traits, including settlers. Linking your success in the game to the rate at which pioneers show up would be one way to do it. Think of your empire as another thing that can level up, and pioneers are your reward for doing that. But of course, the higher the level, the longer it takes
Well the problem is that by upgrading to a better farm and then having the upgrade destroyed by invasion, the planet cannot support any farms (because they're one per planet). Having just one farm improvement that can be rebuilt if it is destroyed sounds like it might work.
I usually always have tech trading off because I know how badly I could abuse it. Sell my techs for ten thousand bc, next turn buy a battleship and declare war. Yeah, that's always worth a few giggles. :)
[quote who="jsolo15" reply="34" id="3306184"]I can't wait. Please not turn base....[/quote] It's like going to the car dealer and saying 'Okay I'll buy this but first you have to get rid of those wheels.' Um... yeah. Have fun driving that home.
Well good for you, over here I'm looking at prices of almost 40 GBP for in an inferior model. or more like 80 GBP for the same thing. [e digicons]#:([/e] Of course I suppose I could find a supplier that ships internationally and has a competitive price, but I think it would be a waste of money.