Kalin

Kalin

Joined Member # 2423659
0 Posts 53 Replies 10,700 Reputation

That's an interesting point about where the trade goods is being manufactured and that it allows capture. However, that leads to the question, what happens if you sold a trade good to someone else, and then the trade good gets captured. Who would get control of the trade goods? The person you sold it to? Or the person who captured it? If the person who captured it gets the trade goods, then you have the person who bought it being ripped off almost. There would have to be some in-game

6 Replies 6,526 Views

I'll second this idea, simply because right now they are too much like galactic wonders (ones that you can sell away but keep the planet it's on).

6 Replies 6,526 Views

Well Restruant of Eternity and Galatic Showcase give bonuses to your entire race, so it doesn't help your homeworld. Political Capital is no different that a Cultural Exchange Center, at least when it comes to influence. So you basically have 50% bonus to influence more on your Homeworld. So the only thing I can think of that might make Drengi the most influential is that it has a higher population than your homeworld since influence is the result of your influence ability and your population.

5 Replies 5,975 Views

Definately a problem. To replace or not include some improvements in your mod you still have to edit the main game's xml? Since there just isn't any documentation on how to use the mod folder (IE: what works and what doesn't, and how to go about doing something), it isn't worth the effort to say that

21 Replies 12,526 Views

... and then there are the people who will run around screaming "BUGS!!!!" like they were entomophobic, when in fact, it is not a bug at all and they have just completely missunderstood how something is suppose to work.

12 Replies 7,305 Views

What you need is a limit on what you can research for each level, like there already is as far as researching missiles and mass drivers, etc. So you wouldn't be able to get phasors on the first map, or something. Apply these limits across the board, and then just start the next level with a certain set of techs already researched

4 Replies 6,027 Views

Honestly, I don't think actual tactical combat akin to Moo2 would help GalCiv2 out, simply because of the way the game is structured and designed (the rock paper scissor combat for example). Taking out this would be a serious mistake because it is one of the most interesting ideas I've seen in the genre for a long time. I can live without the black hole generators if I can switch weapons and beat their heavily shielded ships. It is especially interesti

67 Replies 52,206 Views

v1.1 is currently in beta, and is only available through Stardock Central. You may or may not want to try the beta, depending on whether you're willing to deal with possible bugs. I just mentioned that it is included so you don't have to "hope" so much... ^_^;;;

6 Replies 3,301 Views

Unfortunately you can't start a trade from planets without starports (it kind of make sense if you think about it, if you can't build ships, how will the traders build them to trade?). The only way to set a particular home planet is to actually build a trader from that planet. That being said, there is a little trick around it. You can buy trade ships from the AI, and send it to their planet. In which case, your "home" planet would be chosen randomly.

4 Replies 4,469 Views

If you want a lot of stars, play the galaxy under "scattered" star setting. The clustered makes a lot of empty space. As for random home star systems, unfortunately this is not possible. They are all defined in "CustomPlanets.xml" as was mentioned. You can edit it anyway you want, but in the end it will always be like that. No randomization here. The only thing that will be randomized is the bonuses that may or may not be on those planets.<

4 Replies 3,077 Views

Perhaps update your beta to beta4? There's a reason why they put one newer betas you know, it's usually because they fix something major. As for research, I believe it stated explicitly that the Akilians are researching Mass Drivers. Unless you're playing a minor race? o0

27 Replies 14,638 Views

The races aren't as unbalanced as you might think. Sure some race seems to have a huge bonus in one category, but as you will find out playing on, it's not THAT big of an advantage. It just takes a little getting used to... As for political parties, yes, that's just the default for you to select (so change it to the one you want). The AI will select their own as well. You can see their government if you spend some time spying on them, it's n

10 Replies 6,657 Views

If I could reproduce it, I'd fix it. But I've yet to see it. And it's important to remember a lot of people have been waiting a long time and the issue is essentially cosmetic, the AI isn't benefitting from it at all. As has been mentioned, I've seen it mostly while playing longer games with many planets. It seems that more planets means mor

40 Replies 130,159 Views

Think of the penalty from population not as a "negative modifier" but as a base value. For example, when you start out with 1B people, you have a base morale value of 99. When you add a +50% morale bonus to that, you would get 148 (148.5, but rounded down). However, when you hit 20B people, your base value is 40 morale, so a 50% morale bonus would only raise it to 60%. At 25B people, your base value drops to 20 morale, and a +50% morale bonus would only raise it to 30% morale. This is why you wi

3 Replies 3,790 Views

Those would be in "FlavorText.xml". They aren't categorized very well, so you will have to search for the dregin text ("greetings" worked for me), and edit that field.

5 Replies 4,531 Views

In GalCiv II, there's a lot involved in deciding who it surrenders. It's not random. Argggg... If you're gonna say that and don't tell us what determines it, then you might as well just say "random" and let us off easy. It's gonna drive some of us nuts ya know... <img src="http://images.stardock.com

10 Replies 13,815 Views