Another words... the Anor and Dreadlords sucks (aren't these their artifacts?). Well, I suppose that would explain why their ranger is so pitiful.
Kalin
Oh wow... that's really nice. I'm glad to hear that the hull works. (I tried a simple rotating jewelry a few days ago, but was dissapointed when it wouldn't work). Thanks for the heads up. Of course having just the hull animated really limit the creative options. We really need to appeal to stardock to let the structures be animated as well.
Yeah, the maximum population that a planet will GROW to, is determined by the Planet Quality. However, to support those people, you also have to feed them (build farms). The numbers for the max population can be found here: Link
Actually the anomalies are suppose to reappear, and did in the release 1.0 version, and I think even in the 1.0d version as well. However, the upgrade to 1.0x and subsequent betas killed this functionality. I'm not sure if this was intended or not, but if it was, I can see why. When it did reappear, I would hunt down all the AI Survey ships and kill them, and thus assured myself sole possesion of all anomalies that would pop up (because the AI never builds survey or sensor ships). In essense, I
Wait, that's impossible. The "lore" simply says hyperdrives allows the exploration of the space in between the stargates, not that it is any faster (as I understand it anyways). Naturally a stargate built between two system would allow the travel between those two points faster than hyperdrives, but it would only work for those points with gates. Otherwise, how would they explain their wormhole anomalies (that can throw a ship across the galaxy)?
I'd just like to point out that sometime ago, after some forum code update, it has become impossible to access the hidden subforums (Ideas->colonies, etc.) using the "more" selection at the bottom of the GalCiv II main forum. I have had to resort to bookmarking the "idea" subforum as a separate entry just so I can get other there (because there are no tags at the top for it). Someone might want to take a look at that form code.
The existing "worm hole" code just teleports the ship that encounters it to a random sector. To get it to go to another fixed gate, there would have to be code and UI changes so that you can select which gate to go to, and where the ship end up (a fixed location based upon the gate you selected). While I don't think it is a very hard task to code, this is not currently possible in terms of "supported" modding that Stardock offers. Perhaps you can add i
I would suggest waiting until the mods folder really does work before doing any serious modding. But if you insist then the only real way to do it is to actually modify the existing file like has been mentioned. IMO, while you may be fixing the cost, you are really give them WAAAAY too much production and research points. If it was me, I would never ever build anything past manufacturing center or research acadamy unless you plan to also change stock exchange into giving 50% economic
I don't get that worked up about spelling and grammar. ... and hence why you have completely missed the point of my post (you might want to read it again, really carefully this time). A spell checker would never have found those.
Might I suggest you get the 1.0x patch? It seems to be you are running the basic 1.0 release version which had some problems (card overheating I believe). Give it a try and see if it runs. As for the "perfs" file, I believe he meant "Pref.ini" located in that folder. Which might help (as it will reset the game to default settings). If that still doesn't help, then you might want to look up a new sound driver. It seems a little old
Hmmm... let's see... I've written the following letter based upon this post: " To the grammarly concerned, First of all, they're many reasons for typos. Some of that is ignorance, yes, but MOST of mine comes from very long posts, that, given the length, I would never be able to catch them all, no matter how hard I might try... but perhaps not so successfully, probably. There all honest and innocent mistakes (really!), but wh
Logic? /start logic *Drengin fleet and transport 2 parsec away and about to wipe out every arcean in the universe* *Drengins says "surrender or die..."* /end logic As for the game, I believe the game selects a random player, it doesn't have anything to do with how much they like or hate you. On the other hand, if you are good ethically, and have builted the Hall of Empathy, you get a better chance than all the other
While I definitely agree that the AI is at its most vulnerable position when it only has 2 planets to work with (because one swift strike and it's over), I don't think the AI actually does any better when there are many planets available. I have a theory on why this is the case, and since it's only a theory, it may be wrong, but here's typical of what I've seen from gameplay experience with many habitable worlds (large, scattered, abudant, 9 AI, painful difficulty - 'Gifted' AI): 1. "
I have not tried adding ship animation (however I believe it is possible, because missile weapons are animated), however adding new ship types is very easy. Just copy an existing hull and name it something else. The only thing that you can't seem to do is specify another "type" of ship (IE: you can't make a "massive" tag to store ships even bigger than "huge" - although you CAN make massive ships and put in under "huge").
The way the forum is setup is rather deceptive. Most of the bug reports you are seeing is the result of the betas currently in testing. When you add new features, there are plenty of things that can go wrong, and thus why the beta process is needed (we really need to separate out the beta section). However, the core game (v1.0x) is rather stable for the majority of us. There are definitely some people who have encountered problems with it, but it is us
Check out their population. Fast pop growth = a ton of pop = insane influence. Solution? Kill the Torians first. Always.
While it is a good idea, asking for this is like asking for an automatic best-seller book writing program based upon a few check points. This seems a little much to be asking from a game. Besides, even if it could generate the text to describe the situations, it would get very boring after the first few reports are posted and everyone starts to see the same text only rehashed in another form. IMO, writing things should be left to the writers
No offense, but if you want the AI to use it properly you're gonna have to wait for Stardock to add it into the game as a feature (I guess you can pray for it to appear in the expansion), or wait for a couple of years when Brad decides to release some form of modding for the AI behavior and hack at it yourself. There isn't any way for us to mod the game to add a completely new element and expect the existing AI to use it, unless we modify the AI as wel
This has been happening since the release 1.0 version. The Planet Quality ability is just plain broken. The only thing it gives is an extra square or two to your homeworld.
I've also wondered what that "I know what you're doing" crap is "I know what you're doing" is simply the AI picking up on a particular strategy that you may or may not be using. Sometimes this is parking transports near their planets, others it is due to cultural influnce, usually when you build a to
It is counter intuitive, but combining weapons is not a smart thing to do. It is a weakness of the AI that needs some tweaking. Fleets specialize on one weapon type fare better than fleets with combined weapons. I am not saying that you should have ALL your fleets with one weapon type, but rather each individual fleet should only carry one type of weapon. It requires extra
As someone who have spent a lot of time modding MOO3 into something playable myself, I have to say that Moo3 is a lot better now than the horror that QuickSilver released. The one thing that really irritates me about that game was that QuickSilver had a list of features lined up that would have massively improved the game had they actually finished it. Instead, they decided to start chopping features and shoving it out the door at the slightest pressur
First of all, I thought this fact was very obvious. It was probably the first thing that came into my mind when I looked through "GCTypes.xml". Actually I had suspected that this was the case from testing in the game before I even went in there. So I'm not sure why you guys are so surprised, but... anyone beside me thi
Well from the error, I would say it's because there's an illegal folder name (your " s" folder - notice the space infront of the 's') which, shouldn't even be there (IE: it should be "Gfx\Planets"). I'm not sure how to go about fixing something like this, but from what you state, I assume this is not some problem with SDC itself (since you uninstalled and reinstalled) but one that deals with the path which is saved in your registry. That said, I don't
Yeah, tech decisions need a little more work. Although as a modder, who don't play on the metaverse, I've found this easily fixed. I've gone through and increased the AI value of government, diplomacy and xeno ethics technologies (which are all at "3" or "1" when other "important" techs could be as high as 25) and have found that the AI have generally done a lot better. Unfortunately, this also means that even the weaker AI also gets a lot better... so