RemingtonRyder

RemingtonRyder

Joined Last seen Member # 2197899
7 Posts 434 Replies 29,808 Reputation

I tried a game with tech trading on recently, but there were still bugs in the way the AI values some technologies, so the game quickly became a bit farcical.

31 Replies 26,365 Views

Super Diplomacy, but only because it's tied to the Terran Alliance and I have been playing them pretty much all the time since TA was released. Sometimes it does feel a bit too super, especially if your Civ has a lot of income to fund buyouts.

13 Replies 12,264 Views

The problem with the concept is that you get a lot of range from planets and starbases. So for carriers to be worthwhile either that would need to be scaled back in the XML as you pointed out, or the map size would need to escalate to soul-crushing. ;) Modding in a Range decrease as a starting technology doesn't seem to work at the moment. This would be preferred because adding range penalties to the race config means you have to constantly clear races if you switch back a

7 Replies 6,713 Views

Build something which grants a straight increase in points rather than a percentage. Buildings which give percentage improvements are unaffected by tile bonuses, except Morale/Influence. There aren't any bonus tiles for Economic.

7 Replies 14,584 Views

It would make a lot more sense if the alignment-specific techs were a much longer branch from the original technology tree. So okay, if you went evil you could research a more powerful doom ray (for example) but there would be lesser pre-requisite technologies. If you go good then similarly you can end up with advanced defences but only by progressing along that branch of the tree.

57 Replies 137,225 Views

Not sure if this is a bug, I'd say it's more of an issue to be looked at. The AI seriously undervalues its newly-established colonies in diplomatic trades. Now on the one hand, having those worlds off its hands means that it is no longer having its income sucked dry by maintenance, but on the other hand in fifty turns or so those worlds could have been producing more income. In the colony rush stage, the last thing you want to do is hand over half your worlds to another empi

127 Replies 264,387 Views

You can get a bit more control over what gets posted and what doesn't. If you use the creators from the Create top level menu, finished creations are not automatically shared. Unfortunately anything you make while playing seems to be (annoyingly enough) fair game.

3 Replies 3,947 Views

I think it might be an idea for there to be an 'Adaptive Research Rate' setting. If all the current players are researching something that will take a while to complete, the rate of research increases (adapts) temporarily so that the next twenty turns or so aren't spent clicking Turn. When something with a shorter research time is picked, the research rate elongates back to normal. Bear in mind though, you'll still have to fund all this research. It could ve

39 Replies 102,086 Views

Well I tend to agree that strategy can go so deep to the point where you're parlaysed with indecision. Automatic targeting priorities make decision-making a bit more straightforward, for both human and AI. At the same time, it limits what you can do with the fleet system. All the ships will basically follow textbook manoeuvres and fire at the exact target they're supposed to. They won't improvise when the battle doesn't go according to plan. There isn't actually

32 Replies 29,495 Views

What you have to remember is that games are only one side of Stardock's business. They also sell a range of applications which include but aren't limited to the enhancement of the desktop. Unless someone designs The One Desktop To Rule Them All, you can pretty safely assume that the business won't fail. Also, just because Stardock doesn't slap copy-protection on its games, doesn't mean they are doomed to be duplicated to death. Because you need to buy one of their ga

28 Replies 122,698 Views

The problem is, how does the AI know when to use different targeting priorities than the default? For example, let's say that I intend to attack a fleet which has one or more ships with fleet-boosting modules, and the rest of the fleet consists of high-attack no-defence ships. If I were going to attack that fleet I'd almost certainly want to attack the ships with the most firepower, and leave the ships with special modules for last if they only have a few low-end weap

32 Replies 29,495 Views

As near as I can tell, the priority list for starbases doesn't take account of the fact that in order to install some starbase defences, an offensive module has to be installed first. Basically, putting starbase defence above something else doesn't make a bit of difference unless Battle Stations are installed. Also, now that I think on it, the AI civs are far too willing to trade away the last and bestest techs, in the weapons and defences trees. They won't let Ph

127 Replies 264,387 Views

When I put the cursors in, I made sure that I was using the same folder structure as the game directory uses. That didn't work though, I had to backup the cursors in the game directory and put the left-handed ones in before I saw a difference. It looks as though the INI file is not actually intended for use by GalCiv 2, so I guess that unless a left-handed cursor were supported in code, it wouldn't have any effect.

4 Replies 3,121 Views

On a Gigantic map I have been able to buy out my last opponent's empire (I don't remember the exact number of planet but it must have been quite a few) only because I had ridiculous amounts of money from a tourism mega-event.

39 Replies 20,255 Views

[quote]8. Defenses should be slightly cheaper to research than they currently are.[/quote] I was just thinking, wouldn't it be cool if you could get a discount on researching defences against weapons if you have researched (or acquired research on) those weapons?

125 Replies 389,253 Views

So far as I can tell, nothing I change in the INI file for a modded set of cursors actually has any effect. The cursors themselves definitely work (they're basically flipped horizontally for a left-handed user) but changing the hot spot to x: 31 and x2: 31, doesn't. So, the cursor highlights and clicks things as though it were still a right-handed cursor. Also, it doesn't seem possible to throw the modded cursors in My Documents/My Games/GC2TwilightArnor/ and have them wor

4 Replies 3,121 Views

This is still a problem in the latest version. To temporarily fix the problem I backed up S0_Plasma1.x and S0_Plasma2.x (in the Galciv2/Gfx/Models folder) and replaced them with copies of the S0_Plasma0.x model. As a result, Plasmas II and III look just like Plasma I in the game.

5 Replies 3,317 Views