The developers actually thought about that, but because of the different methods of harvesting resources they couldn't do it without it being a real wierd issue. In fact open/closed borders would gut a lot of spice from this game. See in civilizations the resources you harvest become part of your cities. In gc2 the resources are just basically everywhere, and you race to get them in the beginning of the game. If they are within range. Now a pl
Tetrasodium
I doubt anyone outside of Stardock could make a mod like that since it would involve changing the AI and actually adding that option to the game. It's been asked about before and would be interesting, but the xml files wouldn't support a change of that scale.
brackets ate the post This occurs in Version 1.50x3 Dark Avatar as well as the new 1.6 beta 1 Dark avatar. The super traders super ability says "Super Traders start out with all the trade technologies." but causes some problems with adding to the techtree. Any tech with a [traderoutesability]X[/traderout
This occurs in Version 1.50x3 Dark Avatar as well as the new 1.6 beta 1 Dark avatar. The super traders super ability says "Super Traders start out with all the trade technologies." but causes some problems with adding to the techtree. Any tech with a <TradeRoutesAbility&rt;X</TradeRoutesAbility&rt; in it, even if <Category&rt; is set to something other than trade (i.e. <Category&rt;logistics</Category&rt;). IMO it should require both +traderoute and category set to trade. Otherwise s
Stardock and starforce are two different companies. I realize this, and I know all about the torrent thing. Ubisoft dumped them right after that fiasco. CDV did as well, and I hoped that they had seen the light, but it turned out to be all window-dressing, as they are now using TAGES, a French version of the same crap, using hidden device drivers. oops, i blame cough me
Stardock and starforce are two different companies. If i remember correctly, starforce (or maybe it was one of the equally crappy but differently named ones) actually put out a link to an active torrent for GalcivII while claiming it was part of why games need to use things like starforce when the game first came out.
Just drag a shortcut into the games explorer window Except as I stated in my original post, that doesn't work. Looks like a lot of reading if you want the rest of the stu
Thanks to this thread, I've just found my next custom opponent! Wait, why would Canadians want anyone else's beer? The bloodthirsty people of Canadia would use it to tenderize their victims so th
Its hard to give specific figures. I was playing the campaign game, Backstabbing, I was building mainly on my colony worlds since they are high PQ. 3 Factories, 2 Labs, 2 Markets and a Starport. Also for each of them I would build 2-3 Medium sized ships for Defense. Have 4 worlds with the above. My Treasury is dwindling, cannot get it into the green. Have the nearly the full Economy Tech Tree researched and the current
Everyone knows that the blood-thirsty people of Canadia like to have jagged bits on the blades of their skates so they can use the blood of innocents for warmth in their Igloos. That's what happened to poor office Glen I bet.
Just drag a shortcut into the games explorer window
Just as a side note, there is an option to disable the combat viewer I think. It's not really a solution, but it's enough to let you keep playing the game . I think that I read somewhere naming a ship with the same name as one existing can cause it to happen sometimes (i.e. constructor-fast already exists, do you wish to replace the old one) thing.
It's just more to the point that DRM interferes with the legal person's right to enjoy the content (game, movie, music, etc.) without having to go through all this crap. It really only upsets me the most since it says right in the post concerning piracy (on the front page of this site) in plain words: "Stardock and TotalGaming.net don't use DRM." But Stardock is DRM. Period. Mainly, that's my biggest gripe. False advertisement.
If this is a bug, and if it would only be changed on lower difficulty levels, then it doesn't effect me much. To be fair, try running the test he described. The bigger question seems to me, is this a problem even if not working as originally intended? Fixing it so the AI had to guess or scout for planets or make hopeful guesses with colony ships more like players do would pretty much mean the early mad rush to colonize everything you can as fast as pos
You could create a mod - modify the tech tree to make it impossible to research toxic or whatever. And keep super-abilities switched off since one of them gives a race the ability to build on other wordls from the start. Or simply go back to Dread Lords without the add-on. Unless you like some of the other new features of course. It would be easier to set the research cost to 0 (any tech with a 0 research cos
I'd say take a trip to your local bestbuy, they usually have at least a dozen mice out on display.
Well the Altarians start with basic factories, labs and economic builds, too. I only like playing them because the three (in my opinion) best traits--Morale, Research and Economy--are concentrated on by Altarians. On the downside, they get no social or military production bonuses and so you sit there waiting for hell to freeze over while your factories get built, your influence is actually a gas cloud brought on by excessive flatulence (a small clo
Does it mean that AI does not know the location of habitable planets before "seeing" them? Or does it mean that AI knows the location of habitable planets but is unable to colonize them without "seeing" them? The non-Terran AIs know where planets are via Stellar Cartography, but it does not know whether they are habitable or not until it has actually been near it with a ship and "seen" it. And it is flat out not permitted to co
I know you said that you want to play altarians until you win, but you might want to go with the korx instead. Korx start with all the trade techs so you can pump out freighters to everyone nearby early on, this helps relations and gives you some extra cash to play with. Also they can start building some galactic wonders that let you get much better deals in trades with the AI right from the start. Finally, they are only one step from space weapons on the research tree instead of 2 like many
I've been working to make some changes to the events.xml, silly me changed all the good options and found a couple problems. Among other things, two of my goals were to make the good options a little less of a penalty, and to make the population hits taken by options with a population hit hurt. I am seeing my changes to the events.xml, it's not a case of putting the file in the wrong place. The good options are always negative penalties no matter what I do. I've tried adding a - to b
Also I'm still of the mindset that the AI gets the fog revealed when you do. I don't play with cheats on and teleport my flagship around with ctrl-t instead of revealing the map if I'm testing a mod I made (usually no reason to need the whole map revealed.
Just wanted to chime in and say I've seen the AI make some rather incredible guesses with regards to where to send their colony ships. It's strange to turtle up and make first contact with a given species on a gigantic map with some colony ships making beelines for the unclaimed toxic/aquatic/heavy grav/etc worlds in the middle of my empire they just gained access to the tech to colonize. I'm not sure I'd go as far as to say that the AI is cheating, but if I see a colony ship rushing t
The only area denial system that would work is a weapons system of some kind, mounted on a mobile hull. Whether it is mined or not is beside the point... putting stuff into space is too expensive (a blank tiny hull takes about 50 billion credits!) to use any kind of solution like a minefield... you'd be better off just using some kind of local space station or ship. A tiny hull needs to be shielded from solar radiation and struc
I too generally would much rather an option to engulf but not control a smaller race in place as a buffer between me and someone that's actually threatening to me sometimes... especially if it's something like the Yor with their superisolationist ability to slow down ships . A protectorate should have to ask permission to start a war and possibly need to be bribed out of starting it, but otherwise is free
Thus, the concept of an unmanned machine that has engine+sensors+explosives being used as a mine in space to react to threats in the same way that a small manned fighter would without the expense is perfectly reasonable. That definition does not really allow for a 'mobile' mine,, although, come to think of it, they do exist in a sense.... To be honest I'd say that's mainly because just about