i don't think anyone's mentioned this: while certain design aspects of this game cannot be modded, a huge portion of it can. there are lots of mods out there, and i don't get the sense that's about to change (they're only getting better). i've wasted hours of my life in the ship builder. it's like a game in itself. and while people report technical problems, i can say that in the latest patched version i've had almost none. the game loads pretty quickly and the time be
dystopic
i'm not sure, but he may have meant changing the name of a ship type. isn't what you're describing only an individual ship?
it's Kona Claus! he'll leave a lump of high-yeild explosive in your stocking if you've been... good?
i think of GalCiv2 as a balancing act. it's not often possible to do everything you want to do when you want, and focusing on 1 part of the game will hurt you if you overlook others. i find the most difficult part of the game the initial colony rush; but here are a few general principals i follow. use planets differently, and don't try to balance them. i think low quality planets are best used soley for research and extra income. mid quality planets should be balanced and main
AFAIK cargo hulls are permanently pegged at 1 HP regardless of level. regardless of level? not sure. regardless of HP bonus? last time i checked, no. cargo hulls can gain an extra HP or two if you have a high enough HP bonus. one use for cargo hulls i found was essentially as oversized missiles. i loaded them with some engines and lots o
Oh... being Evil helps loads too since the SB costs are waivered the cost for components is waived, but not for the initial construction (which i've managed to get into the thousands before). or am i wrong? i don't play evil that often.
don't you mean " mush like your use of 'then'..."?
my guess is s/he's trying to pump a Dune mod, which would mean s/he's drinking/injecting spice.
i remember reading that the devs had wanted an SB module that allowed you to dock ships to an SB much like having ships in orbit around a planet. i personally feel this would be a great addition. for starters it'd give them the chance to combat in a fleet engagement.
i rented colony wars when i still had a PS1. it was pretty good. but i'm not about to mod some hull designs just for the sake of it (or due to however nicely you might ask). chiming in on the tagent (sorry StormWeaver), as i understand it, the hardware on console games is almost always behind the cutting edge. their main advantage comes from the fact that every console is the same. programmers can search for bugs on their PS3 and rest well-enough assured that your PS3 won't work differe
...why is it that people tend to behave as if stating something more aggressively will give them impression that it's more representative of what everyone feels? i definately do not miss hands-on tactical combat. SleekDD's comment about the role of escorts is very insightful. i'm glad there's no plan to change GC2 ("a sorely crippled product" indeed, *scoff*). perhaps there is some compromise. there are certainly instants when i'd like the ability to prioritize targets of different sort
W00t!! i was discussing this word with a friend of mine the other day. does anyone use this word in speech, or is it only net jargon? is it a local idiom of... somewhere? and yes, props to you for your great achievements. i honestly believe you're giving the gaming industry pause for thought.
it takes 12 constructors to build a fully developed influence base. i don't see much use in putting them in fleets; it's an extra step but doesn't offer any real advantage. if anything, it's better to keep them separate. if someone does go to war with you (or already is), their ships will have to take out each constructor separately, whereas in a fleet you can take out several in 1 move. i usually use influence bases to pick up some of the "boarder" planets i failed to grab during the i
$50 on old drivers
i tend to notice errors in grammar, spelling, etc. (i don't capitalize because i think it lends an air of subtlety), but i haven't mentioned it in a post in quite some time. i was 16 or 17. i'd say i changed simply by maturing. i make mistakes often enough, and i think forums feel more like conversation (rife with errors that are as much convention) than it does professional discourse. finally, i simply don't care. it's a video game. i could spend my time criticizing others for grammar, or i cou
wow, that post makes it sound like i have the english of a second grader. that's what i get for posting in the midst of work.
If I were going to balance these abilities with penalties, this is what I'd do. This is based primarily on the "feel" of the super ability; I'm only considering balance as a secondary consideration. Super Diplomat. Civilization is able to secure much better deals through negotiation that other civilizations. maybe this should be balanced by ding (negative point) in the relation screen. the ability isn't "super likable". to me it means humans can wheel and deal at the negotia
The starbase bonuses stack for econ and military bases i believe influcence bases stack too
agreed on all counts
Oh, and just for the record, it's rock-paper-scissors, because we all know that, in reality, even if my opponent has paper to cover my rock, i have a rock to smash in his forehead. by that logic, shouldn't it be scissor-rock-paper, since scissors could be used to shank a person and are lighter and thus easier to work with? rocks, though da
stealing tech from battles would make warmongers even more powerful.. that's only assuming the peace-loving hippies aren't victorious. all other things being equal, a peaceful but powerful defender stands just as much to gain as the offender.
I build 16 SB's, 4 in each sector where the sectors meet. This is also a good way to create ships that will have +32 movement points (for one turn only), so making a military SB array is also a good way to create a staging point for a sudden invasion. plus, it'll virtually stop incoming ships.
I've heard of people finding class 48 worlds before... it's rare or at least should be rare. i believe PQ26 are as high as the game allows on a random base map, but a combination of events can raise this number (having a planet quality bonus will add 5 more tiles, and having one of the improved planet quality events pop up when you colonize can b
i paid a few bucks to download it rather recently. it is a waste of money compared to just about every other 4X game out there. the graphics are way sub-par. the aliens lack personality. the storyline is contrived. most importantly, the gameplay was horrible. MoO1 and MoO2 were clasics. MoO3 was intended to introduce the 5th X: eXperience, but failed to cover ev
want to mention where a curious fellow player/modder might d/l your mod?