There are just a couple of things I'd like the AI to consider when trading, that would make it much harder to exploit: 1. The AI should value 'rare' techs more. If they're the only one with a particular tech, they should expect more for it. Equally, if you're trying to sell them a tech that all the other civs already have, they shouldn't be prepared to pay much for it at all. This'd make it a lot harder to use the old 'buy techs from one civ, and sell it to all the others' tactic. <
No118
I'm suprised no-one else has suggested what seems to be pretty obvious... could the Altarians have lucked into a Precursor Library? THAT would make a big difference.
I have no idea, but at the end of the day I've never seen much difference in repair rates. If your ship is in deep space, it seems to repair painfully slowly (if at all), but if you park it around a planet, it'll repair in a couple of turns. I've never been able to spot the difference between different hull sizes because it just seems to be a case of either taking so long that there is no percievable change, or practiacally instantaneous.
It sounds to me like you're using the core ships. Design your own, they're much better.
maybe i just need to wait a turn and see. The icon was yellow before i even colonized it. i picked a factory to build and it showed up in the tile with the hammer above it, as if it was building. But after leaving the screen and coming back in, it still said "never" for time to build. usually that clears up the time-to-build number. I think i even tried to buy it and didnt have the option to. like i said i guess ill have to wait and see what it says after i hi
Short answer- No. Long answer- Sorry, but no. For whatever reason, your civ starts off with a ship that you can't actually build. So you don't know how to upgrade it either.
If I understand the Altarian super ability properly then yes. And Allies will ALWAYS come to your aid if someone declares war on you. As for getting them to declare war on you, as has already been said placing influence starbases or troop ships next to their planets should provoke them pretty quickly. Providing you're playing at a high enough difficulty.
Try playing smaller maps/less habitable planets for less micromanagement. It sounds like you could do with going up to a higher difficulty as well- more challenge=more fun. Allied Victory is also a good way to bring the game to an end if you're in such a dominant position. Ally with everyone you can, then stomp out the rest.
In my opinion, the surviving ship should be decided based on the total HP at the start of the battle. 1HP invincible ships are stupid.
The order of the stars list is randomised. Gal Civ seems to prefer to use the names towards the top, so this should give you the chance to see all of the names pop up, even in smaller games. Unfortunately, for whatever reason, the mod folder can't be used to include a custom stars list, so I have to change the one in the normal data folder. This is purely a cosmetic change, so feel free to turn it off if you'd rather leave them alone. As for the race files- I have to move the custom rac
That's odd, it works fine for me. What settings are you using? I'll see if I can reproduce it and see what's going wrong. Note that 'Remove Core ships' doesn't remove the core templates in the shipyard, or the core ships you start the game with (no way to get rid of those). It just gets rid of 'Colony Ship', 'Constructor', and so on that clutter up the shipyard without ever being used.
This leads me to ask about something I was hoping they would add at some point in GC2. In GC1, couldn't you select to randomize the personalities of the races, not just their intelligence levels... or am I confused? Kind of fun to not know how a race will generally behave as soon as you meet them... but that is not available in GC2 is it? Try my mod- Randominator (in the library). It randomises, among other things, what AI the enemy civs use. I
Progress update: I've updated everything that needed to be updated for DA, and submitted it to the library. It'll probably take a little while to be approved. I have tested it, but I'd appreciate it if people let me know if they do run into any problems. It isn't easy to debug since things happen randomly! Fingers crossed that there won't be any issues but... nobody's perfect, especially not me.
Good get a defense bonus, and since defenses have just become more useful... maybe it's time to re-evaluate the 'good is useless' mindset that a lot of people have. They also have diplomacy bonuses, and both neutral and good races have a '+ Your ethical alignment' relationship modifier, making it easy to make friends.
Just giving them loads of stuff isn't always enough. They get tired of gifts after a while. You can't just 'buy' friendship, you have to earn it. Try giving them your economic/research treaties, and setting up trade routes. These both increase relationships over time. Also, it may well take more than 20 turns to befriend anyone, you have to be more patient. As Iztok says, having a larger military than them also makes them more likely to want to befriend you. Increasing your diplomacy ab
Perhaps some of the texture files got corrupted? Did you download the game, or get a hard copy? Is it always the same parts that have white textures, and in the same places? Did you have this problem before installing Kryo's mod?
You don't need to defeat the minor race to win by conquest anyway. Worst comes to the worst, just ignore them and invade someone else.
If there's demand for it, I guess I could. Problem is that I haven't had much time of late, so I've hardly been playing DA at all, let alone worry about how to mod it. I've still only just finished my first skirmish! As I said, I haven't had a look at the DA xml files yet, so I'm not sure how much has changed. If it's merely a case of switching the target directory then it shouldn't take too long to update for DA. My main worry is how to get it to work with the way the races now work- I
I expect that if they did take class 1 planets, there'd be a load of people complaining about how stupid the AI are concentrating their resources on such worthless rocks...
Alternatively, be agressive. Find another minnow, or a minor race, rush Planetary Invasion and some low-level weapons and steamroller them to get yourself some new planets.
Instead of just completely getting rid of the '1 HP rule', just modify it so that the ship that survives is the one which had the most HP at the start of the battle.
That just isn't true at all. I've often allied with races that don't have the alliance tech. Gifting the tech can, however, boost relations far enough to make the alliance possible, which I think has led to this myth.
Every ship always gets at least one shot off. As it is, the DL ship gets wiped out in one round, and so does your fleet. However, for some reason Stardock decided that a draw was something to be avoided at all costs, so the most powerful ship always survives the battle with 1 HP left over. Obviously, this is always going to be the DL ship. The only way to combat this is to have at least one ship survive the battle. I suggest using one (or more) normal fleet(s) to knock the DL down to 1
If you just modded all of the civs to start off with the required technologies for colonisation, then it wouldn't matter that they were all different types.
Try a larger map size? Give the DLs more time to build up?