Kalin

Kalin

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

Interesting read, although on this one point... Secondly, users won't heed warnings or readmes. Next time, the game will have a dialog that will simply not allow them to play the game until they update their drivers. ... Please don't do this, or if you do, put in some sort of override in

43 Replies 25,342 Views

If you are trying to influence their planet, cover their planet, preferably with more than one Influence Starbase. If you are trying to defend your planet from their influence, cover your planet.

2 Replies 10,944 Views

Sort of a bump, and sort of not... just recording something I've written somewhere else. It basically deals with technology value and their usefulness. The reason I add it here is one of the possible solutions involves a new tag in techtree.xml along the line of {AITechUsefullness} (Alright, so I'm a little tired and can't come up with anything better at the moment). When I get the time I'll edit the main post to include it... for now, it at: <br/

7 Replies 7,651 Views

i would also do the weapons and engines so they can be used as candy as well. This is very easy, simply add a new "structure" in GCTypes.xml. Just copy an existing structure and change the module name to a unique one (IE: StructureEngine001) the display name can be whatever you want. Then assign it to the model and thumnail that you would like

19 Replies 9,650 Views

Kalin, he means multiple navigation points for ships to follow. Go here, then here then here, etc... This way you could have your fleet automatically navigate around certain areas of the map you wish to avoid. I think too few games make use of this functionality. Oh! I never even thought of th

12 Replies 12,823 Views

Yeah, what I believe you are seeing is the result of the AI valueing military technologies all wrong in general, I've seen debug messages of the AI trading crazy military tech deals from older versions and have even pointed it out to Brad. I'm pretty sure that hasn't been fixed (at least nothing in the change logs suggests it), so it makes sense that now that the barrier is being lifted, you are getting away with a lot of things. The way tec

8 Replies 11,423 Views

... WAYPOINTS... are in... ... it's just called "Rally Point" (look at the video tutorial on this subject) ... and if you mean the display of the Current Path for your survey ships... that will be in... ... in v1.1... as an option (wow, that's a lot of dots)

12 Replies 12,823 Views

Well first of all, I saw this on "GalCiv II" on page 2, so yeah, it got burried right after you posted probably. I've had a couple of my post just dissapeared on me like that too. The server just can't handle the load, so there are these massive lag to updates. Anyways, about what you noticed... The thing about military tech trading is that it was never a part of the AI, but rather it was part of the interface. That is, it was built in as a

8 Replies 11,423 Views

Nope, the limit has been changed to "only 4 Starbases per sector". So basically you can put 4 starbases right next to one another if you want, but you can only have 4 max (of any type). It's both a blessing and a curse for human players (especially for people like me who used to be able to fit 16 Starbases into a sector with the old system), although I have been told that the AI handles it alot better than the old "3 parsec" rule (a LOT less calculatio

9 Replies 8,898 Views

It's true that the UP is pretty much useless, but I've gotten used to it, it's just how things work. Perhaps make it meet twice a year instead of once would help out a bit, but eh... it doesn't really mean much in the long run. Oh and while we're on the issue of the UP, there are certain "trial" bills that are suppose to wears off in time which lasts like 3-5 years... that's practically the entire game! The durations of these should be lowered to make

19 Replies 11,074 Views

Hmmmm... So basically, this is to mimic my poor decision skills as I get drowsy from the lack of sleep caused by "one more turn syndrome"? IMO, while the IDEA is nice, the AI itself just isn't good enough that I would want it to get worse in a game (I am playing at genius anyways, so it can only go down).

13 Replies 9,912 Views

Actually, there are 10 different AI in GalCiv, although some of them are derivative of each other (I'm not sure, but I think there is only 3 core AI). There is no "level" factor like what you describe, there is only what routines it has access to. The basic AI from fool to sub-normal has only the very basic funtions, colonizing, planetary construction, etc... all 10 AI are different in how they go about it. Then every level up from there, normal, brigh

13 Replies 9,912 Views

Game "balance" is hard if not virtually impossible when you can have a massive empire with a huge army facing a new player who just starts out. One of the built in checks for new players to develope is the 3 provinces rule, so that they survive and can have some fun, but aside from that I don't see how a new player would ever be able to compete with a massive empire. This, I think is why Society calls those who only developes 3 provinces "traders" and

7 Replies 34,088 Views

@Hnefi I admit that calling an engine "just a graphical frontend" is inaccurate, it was a short and gross simplification I made with the intention to explain the difference between coding for an engine and modding without going off topic and making a speech. But there's no point arguing about it since you seem to know what you're talking about, so let's just get to the problem at hand... So... just what is modding? I don't

24 Replies 11,148 Views

Scrapping anything but economic starbases is a bad idea, economic starbases increases production, which increases cost, so scrapping those should give you cash now and cash later, but mining bases? perhaps something is broken with them afterall. Personally though, I have not seen it myself, I tend to blow them all up first... and stealing it, of course. ^_^;;;

4 Replies 4,684 Views

Yeah, this "ship in orbit" is actually called the "Pirate Lair" event, where they will approach you and ask if you want to do business. If you choose the neutral or evil path, you will get a % bonus to your Starship built on that planet. That means every ship that is produced from here will gain that bonus % to their weapon and defense value. At first it is barely noticeable, but later on when you have big weapons, it becomes insanely powerful. This, by far, is my favorite colonizatio

12 Replies 11,118 Views

Plus, you're making the disadvantage of using the wrong defense even more disadvantageous. Let's say you have a ship with (using D&D terminology) 4d4 - 4 laser damage. And let's say you have an enemy vessel with 1d13 - 1 armor. The armor is effectively reduced to 1d4 - 1 (3 defense). Under the old rules, the 12 laser damage would have had a 3/4 chance of hitt

20 Replies 15,858 Views

rofl... busted! *reaches over and steals ubertaco's keyboard too so that he can't tell anyone* Yeah, I meant condolances, although I suppose regards could work... in a sort of... wishing for the best for your new system, or... I respect you for... how you manage to lose an entire computer and *gasp* the software with it too. ^_^;;; PS: I blame Stardock for my lack of sleep!

5 Replies 8,213 Views

Huh, I could have sworn my 1.0x didn't behave that way... o0... talk about wierd, then again this isn't the first time lack of sleep killed my memory (I blame Stardock!). Oh wells, doesn't really matter anyways, just waiting for beta3 with mod support...

9 Replies 5,024 Views

Yeah, the difficulty level is very odd. I would like some official responses as well. As far as I can tell, it's like this: Difficulty ---------- AI Intelligence - Cakewalk -------- Fool (Basic AI, with their economy ran at 10%) - Easy --------------- Fool (Above) and Beginner (Basic AI, with their economy ran at 25%) - Simple ------------ Beginner - Beginner --------- Sub-normal (Basic AI, with their economy ran at 50%) - Normal ----------- Normal (Basic AI

4 Replies 8,134 Views

A percentage would be a very bad idea. With a very low percentage, military starbases would be completly useless in the beginning and extremly powerful in the end. With a little higher percentage, they will be more useful in the beginning but they would also get even more extremly overpowered near the end.

51 Replies 27,277 Views