RemingtonRyder

RemingtonRyder

Joined Last seen Member # 2197899
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@Frogboy There's still a few things to look into, like as Gaunathor mentions above, the Trade Route proposal, and the campaigns/scenarios, and the tech victory bonuses for games with that victory condition disabled. But it's looking good. :) Aaand, ninja'd. [e digicons]:ninja:[/e]

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No objections here! So I guess that the appropriate thing to do with the armed transports proposal is to disable it. In the event that you have escorts fleeted with transports, it means that transports are targeted before the escorts, which given the results of the transport weapon test is kind of dumb, because the transports are the least threatening ships there, even with a Luck bonus.

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I think that possibly it's because the proposal was intended to target cargo hull transports. So when the transport is using a different hull type, the game doesn't read the weapons in the combat viewer. Equally, it could be a bug with fleeting transports which was never spotted. Perhaps we should have an unresolved bug list. There's only so much that we can do, and perhaps having a list of things which are definitely not working in GC2 will persuade Star

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I think I would have to agree that Luck is a good ability to give to the Torians. They aren't exactly the industrial powerhouse of the galaxy like the Yor or Thalans, so they need a little bit of luck on their side. I think that I left things on the defaults and didn't add any extra Luck to the Torians for my recent playthrough, but I'd have to load it up again and check. If Luck had an impact on my ability to just barely hold back the Yor, it's subtle.

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It might give players an incentive to spy on the other civs and stop them before they get even close to a tech victory. I'm not sure about it either, to be honest. The line of research victory techs should be turned off for all players if the victory condition is disabled. Unfortunately, that's not something which can be done with an XML mod. Giving ability bonuses on the tech is a nice consolation prize for the AI, but if they're abandoning research into

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Maybe try playing into the Yor's Industrialist thing with ability picks in Military and Social Production. Though, having said that, in the game I was playing, they have a crazy amount of tax income, so I guess you're right - they don't need the Economy bonus on their collectives.

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Sorry about the video being late. I needed a couple of days rest! Because of the length, I've decided to split into mini-episodes. As it is, the video editor seems a bit slow working with the largest of the video files. It might take me a little while to work through it, but cutting a large file is actually a bit easier than trying to join together a lot of small cuts. First part of Episode 2!

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Well, I played the update for a good eight hours on Thu/Fri and it seems playable to me. :) I think Gaunathor was about to get started on fixing it for the campaign, but he wanted to see if the tech trees were done in their current form. If you have the retail version of the Ultimate Edition, then yes you'll be able to play it. If you have registered it with Stardock, you'll be able to get updates from either Steam or Gamestop, depending on when you registered.</

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What I'm not wild about is that being Good means the same thing for all races - you get these cool defence modules, and some improvements to build, but you're still using the same (or worse) weapons than the Evil civs. I think it would be more interesting if we could mix it up a bit. Being Good doesn't need to mean just being good at defence, but also, being Evil may simply be the best option for some races.

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So, I did a lot of playing and recording tonight. About five and a half hours. [e digicons]o_O[/e] I probably won't use it all in the video, which will now for sure be pushed back to tomorrow, but I'll try not to chop it too much. I may re-voice some of the talky bits, as my throat was getting a bit dry towards the end, and I have a little bit more playing to do as well. I think that it shows off the AI fairly well, but on the other hand they do still make

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I've been playing as the Torians tonight in preparation for tomorrow's video playthrough. The Yor are making war, or at least trying to. Meanwhile I have teched up and I'm rolling out the big guns. I don't know if it will hold them off, but it sure is a fun game. Just one more turn? Yes please! I would say that one of the mistakes I made was being too peaceful, a little backward and ignorant of the other races. The Yor declared war o

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Welp, you do have the Torians set to AIP 10 in the RaceConfig. I typically set them to 8. Your mileage may vary. :) I've made a note of the new version of the file archive in the top post, same link, naturally.

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The problem with AI is the need to ask the right questions. "Do I have too many starbases?" for example, is something that a human player can estimate quite easily. An AI, however, must crunch quite a bit of map data to try to get to the same conclusion. If there's something deficient about starbase AI, it's possibly because asking the right question would take so much time that turn processing would slow to a crawl, and the best rule of thumb breaks down under cir

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It's too bad that we can't get some AI fixes in so that they realise when they're overstuffing the galaxy with starbases and disband the ones they don't need. I guess fixing logistics so they don't go broke is the next best thing, then. :) Hmm, I guess that a PQ bonus for the Orbital Terraformer would somewhat offset the lack of use it gets. As a player, you can of course intentionally delay terraforming by unchecking auto-terraforming - social producti

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So I forgot to ask, but when you update do you mean that the file archive under the link is up-to-date? I'm thinking about doing a video playthrough every Thursday or Friday and it's honestly it's no bother if I have to re-play some turns off-screen to get up to the same sort of point as when I left off, or to highlight something cool and new, but I like to make a note of when the archive was updated in the video, that's all. :) Also, is there a particular way

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Hehe, it's okay. Ish. If the Thalans build Gravity Accelerators early on, the flip side of that is that anyone who conquers the planet now controls it, without having needed to invest a single credit to build it. Still, it is quite a powerful improvement in the early game. Perhaps, solving two problems at once, switch it around with Orbital Command Centre?

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Here's the thing I don't like about the Orbital Command Centre. It's given by a tech which allows you to build a slightly bigger fighter. But it is essentially useless until you actually have some weapons so you can fleet ships in orbit effectively. Two thoughts here. Could we have the civ capital give an 5.0 so that any civ which still has a capital gets at least the ability to defend with five ships in or

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Well, if I'm being honest, I didn't find the ethics techs beyond the first one to be terribly useful and I would never aim to build a Temple of X as part of my strategy. In that respect, the Altarians and Drath at least have something interesting (to me, at least) going on. As for Terror Stars, well, I guess it depends on what is a balanced amount of defence and military assistance. Bear in mind, the maintenance on that sucker is, so far as I know, going to stay at

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I did a video playthrough of the update so far to help people get a feel for the changes. It'll be up on my channel later tonight. I haven't got very far but it seems to play quite well and I'm looking forward to cranking out another episode to see how the Korx get on!

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