anybody tried modding so that the player himself gets 100& luck?
medcatt
depends... prolly too many factors in play to make a simple estimate. perhaps somebody can try to experiment to correlate RP cost of techs traded with our diplo level with their diplo level with their level of relations with us?
one prob with buying colony ship from AI from my gameplays so far is that they are so darn clingy to them compared to troop transports... i can only buy them if i offer several good techs vs just one good tech for several troop transports (i got high diplo skill). Maybe that idea of selling your own design col ship would work though, if you built it cheaply (just hull + colony module)... gotta test it out. But this overt manipulation is dangerously closer to an exploit now...
Atlanta7, sorry if i infringed on your "first founder" idea... I did a search on the forum for "soldier" prior to posting but somehow must have missed your post. I actually considered suggesting sliders for slaves and soldiers, just like how we have them for production & research, but after further thought, i think it is not very realistic, especially when we mess the sliders drastically from one turn to next. Instant citizens in one round, and then instant slaves the next, and back,
Simple: Buy another civ's troop transport! Its highly likely that some people has already discovered this tactic, but probably it didn't hit em yet that THAT is in fact shopping for mercenaries... Yes, we are buying the ship, but we also get the soldiers inside it for our own use... what more, if we buy one that is parked in orbit, the ship will come stocked full with soldiers taken from that planet! Can use em to conquer others, or as a quick way to grab populations from other civ to bols
dang, triple posted.
double post, deleted
um, I don't mean to open a can of worms here, just hoping that IF what I spotted here is a valid problem, then we can work on a viable solution for it: As elaborated in the gamespot interview: The Drengin Empire is a vile, evil, nasty civilization bent on enslaving the entire galaxy. In Dark Avatar, they are the good guys. The
somebody mentioned one idea abt modding the data files so that every component and every hull space numbers are to be multiplied by 10... that removes the rounding problem. sounds good to me... or are there any issues that this solution still won't resolve/new ones popping up because of this?
check the galciv2 wiki, it provides decent documentation on the techs... [link="https://www.galciv.wikia.com/wiki/Galactic_Civilizations_Wiki"]https://www.galciv.wikia.com/wiki/Galactic_Civilizations_Wiki[/link]
played over several dozens of game sessions, and NEVER ever found one.... or pirates, for that matter...
I wonder how would it be to have a game that carries over every element of GC2 into a land-based scope? i.e. instead of playing over the outer space, we play on land, on/under the sea, and on air? especially intriguing is the ship construction concept... research component techs, and design your own vehicles to traverse over different terrains... corr! does anybody know any game out there that already have this "vehicle construction" feature? am reall
complete or partial terraforming of unusable planets. The dev mentions this tech to be included in the upcoming expansion pack. check out the journals section for more info.
if your accidental colonization is because of your colony ship having more speed than its sensor range and you are clicking a destination that is in the fog of war, then advancing to the edge of vision everytime would be one solution. Or if you are extra anal like me, I would suggest crawling one parsec at a time and revise your destination target upon any new discovery...
Not that I even want to see what a female Drengin looks like, but there is a distinct lack of women among the human and alien leaders. Ooooh... I bet my flagship that they are at least as cuddly as their male counterparts, if not more
after getting enough miniaturization (usually after adv mini, without any extra mini bonus from other sources), i designed a small hulled constructor. any surplus scouts that i bought off an AI, i upgrade to a constructor and send em to my nearest starbase/build a new one somewhere. much faster than just waiting for my planets to slowly crank em out themselves.
CodeCritter: No, I'm positive that I haven't started any repair techs yet. Plus, the AI having a small hull upgraded from 10HP to 44 HP would mean 440% increase... IINM repair techs give at most 30-45% increase... should I submit my save file for inspection? Darth Griffin: thanks for the note. I'll look over that thread. to others, thanks for the various infos!
i've found some bugs and am looking around the forum for proper way to report it, but didnt see any leads. so I'm starting a new thread, with the purpose of us listing down what bugs we found in beta v1.20.009 all in one place for easy reference by the devs. I propose that we number each bug we found as follows: {post number}.{bug number}... that way it's easy to cross ref back for further discussion. here's for starters: 1.1 reusable troop transports</U
I've read lots of comments on this forum as well as reviews saying that this game's AI is much better than other 4X TBS games... since I hardly played any other games in this genre (aside from CnC2 Red Alert), I am curious then, in what ways is the AI better? So for you veterans who had the luxury and experience to compare, do share your observations...
Aiming this thread to be a listing of techs that we observe the AI to be really willing to shell out more money during trade. Here's my own list: Trade Planetary Invasion Basic Logistics Medium Hulls Anything else?
I discovered this tactic (or exploit?) to be very powerful in a tiny map, where civs usually have at most two planets each, and you have the upper hand in diplomacy and tech. 1) Arrange for a surprise invasion on your chosen opponent, by having super long range troop transports and attackers to dispense of those pesky orbital defenders. Have enough ships and enough speed to be able to take ALL of the civ's planets within one turn. It is crucial that the speed is high enough so that
how ironic that SF's torrent linking scandal has in fact helped GalCiv2's promotion & sales...
So far I've played always with the fastest tech rate setting. I'm curious, by having the tech rate set to slow, or in the extreme case, slowest, how does that affect our playing strategies? Anybody who've played both fastest and slowest and noted any difference in their play style?
I'm not exactly sure, but from my observations ASC gives a 50% military production bonus empire-wide I second that observation.
From draginol's journal entry, it seems that the AI fares better with lots of habitable planets compared with rare ones.