@ DARCA The bonuses from the Doomsday Generator are all planetary. I thought that was obvious: "to ships built on this planet." @ Maiden666 re Defences I haven't noticed anything that indicates that defences have become weaker in fleet combat. My fleets held themselves pretty well, both when attacking and defending. I let the game design those ships for me, because I wanted to see how the game handles the changes to the ship components. If I had made them m
Gaunathor
I'm almost finished with the DL campaign. Only six more missions. Those have to wait, however, because I've got a nasty headache at the moment. Tomorrow is also a private holiday of mine (60th anniversary of Gojira, my favourite movie), so I'm not sure how much I'm going to do. Knowing me, I'm probably going to finish the remaining missions. The other two campaigns have to wait until Tuesday though.
One copy is for the major races, and the other for the minor races. It's a crazy attempt to circumvent the problem that causes the minor races to lose access to certain techs, depending on which major races are on the map.
I'm finished with the scenarios. Sadly, simply putting the Scenario-folder into the Data-folder for TotA didn't work. Instead, I had to make copies of the scenarios within the original Scenario-folder, and give them names which clearly indicate that they are meant for TotA. This is necessary, because the updated scenarios don't work under DL and DA. Well, at least the tech trees-related stuff definitely doesn't (tried out the updated Battle of the Gods under DL, and di
Larsenex, GalCiv 2 had blind exploration. However, it only referred to knowing where the other races were. If you activated it in the options at the start of the game, you could only see their spheres of influence in areas you had explored. What you are thinking of is Stellar Cartography. You could only see the stars on your mini-map, but not how many planets they had, if you didn't have that tech.
17b per planet seems to work the best, in my opinion. You should have no trouble running a 69% tax rate with that. Even higher, if you have captured some Morale Resources or got access to other morale bonuses (e.g. TGs or foreign entertainment techs).
@ Marvin I like that. So basically: $1,862,389,589... $1,862,389,590... $1,862,389,591... What? Write a description? Ask Larry to do it. I'm busy counting the annual turnover. What do you mean "he was n't economically viable "!? Well, let's hope Larry's day doesn't end like the movie.
That's a good description, trims2u. However, while I can easily see it in Civ or SMAX, I just don't think it fits GalCiv. It's too... high-brow, for lack of a better term.
I don't know. That feels a bit too "...and he only had two days till retirement" to me. Plus, the joke really should be that laying off some random dude should have barely an effect, when you are making that much money.
Thanks for testing it, Marvin. There goes another proposal. If this continues, there won't be any left soon. Maybe we should add a couple new ones? Like a time-limited version of the Terror Star ban. Edit: I'm currently working at the description of the Capitalism tech again. It still needs some work. I've come up with two more versions, but I'm not quite happy with them either: $1,862,389,589... $1,862,389,590... $1,862,389,591... What? Write a
Hi Frogboy, we still need a bit more time. I'm starting to update the scenarios and campaigns this weekend, so they work with all the changes the tech trees we've made. That would take about a week to do, and fully test. Though I would prefer two weeks, just to be on the safe side. Once that is done, and nobody reports any more issues, we should be ready to go. Once again, thank you, for giving us this opportunity!
@ DARCA re: " Sooo...will modded tech trees work with the scenarios?" Yes and no. They will run, but there might be bugs, depending on how different the modded tech trees are to the vanilla ones. However, you also have to keep in mind that the scenarios were made for DL, and never got updated to work with the tech trees in TotA (or even DA). The campaigns are in a similar position. They do run in TotA, but they haven't been updated to work with the n
I've uploaded a new version. Still the same link as before. It contains all of the previously discussed changes. The changes to the Technology Victory are still a placeholder though. I also made some tweaks to the starbases and their defence modules. Most importantly, starbases have 100 HP now. Plus, the Anti-Matter Torpedoes use a different animation now (the one for Positronic Torpedoes), because their original one was invisible. As I mentioned before, I want to get star
Okay, I've run some tests, and there is definitely something not working right. However, this is also the case in the unmodded game. I've modified the UPIssues.xml so only the Armed Transports proposals are in it. Within the game, I used the cheats to force a UP meeting and voted for 5 pts. I then gave myself the techs Planetary Invasion and Interstellar Construction, and built troop transports using both the stock design and a small hull-based custom-design. I then un
All of the weapons still exist within the file, so that's not it. I just had them disabled originally (i.e. commented out, so the game doesn't read them). However, that caused a crash whenever you attacked a starbase equipped with Battle Stations, so I changed that back.
@ Maiden666 re: Iconians Yes, changing the Espionage-bonus to a Research-bonus is a pretty big boost. However, the Iconians originally had that Research-bonus back in DL. They got nerfed in DA, which I never liked. Nor did it make any sense. The Iconians created the Yor, for crying out loud. They emulated the Arnorian way of life as good as possible, by using technology. They are researchers, not spies. It's as simple as that. re: Imo the spysystem is a
@ Maiden666 1. The +10% econ-bonus for the Collectives is already gone on my end. I originally added it, because I wasn't sure, if their economy was strong enough now. As it turned out, this worry was completely unfounded. The Yor always had access to the Recruiting Center. No change there. I gave the Yor a Pop. Growth-penalty, because Advanced Population Acceleration explicitly states, that their pop. growth is slower than that of the biological races. The total bonus o
Great. The quote-button stopped working again. [e digicons]:rolleyes:[/e] Quoting MarvinKosh: " Giving ability bonuses on the tech is a nice consolation prize for the AI, but if they're abandoning research into more practical techs to pursue a dead end, well that's not so good." I still need to test the changes, but the AI hasn't shown much interest in going for a Tech Victory so far. Probably because I set the AIValues for those techs to 10. I&#
I played a game as the Drath yesterday, and it went kind of okay. I didn't do well in the colony-rush, but I did manage to keep everyone of my back by pitting them against each other. The Torians had the biggest empire with 20 planets, and the Drengin were on second place with 16. The Terrans, Altarians, and Arceans had 10 each. The Yor had 8 originally, but lost one to an invasion by the Arceans, and another one to culture-flipping by me. I also had 8 planets, but managed to even
[quote who="MarvinKosh" reply="180" id="3503118"]First part of Episode 2![/quote] I really like the intro. The text-scroll, however, did seem a bit fast this time. I barely had enough time to read it. As for the game itself, it doesn't look good for you. I hope you can turn it around. Also, yes, the Thalan have no farms in their tech tree. I have no intentions of changing that. I've been playing a test-game as the Yor yesterday, and it went
Sxandy, could you explain to me why you are copy-pasting Purdypog's reply from this thread?
As Marvin already pointed out, v2 is fully playable. I'm still tweaking a few things, but that's mainly for balancing reasons, and to improve the AIs research-behaviour. It currently doesn't work for the campaigns. I want to make sure that the tech trees are finished before I start updating the campaigns, because I would prefer not having to redo everything, just because something changed again. Just to add to what Marvin said, if you could register your retail ver
Yes, that really wasn't a good idea, DARCA. [e digicons]:S[/e] Anyhow, I believe I keep the ETC as it was. Sure, the Defense bonus is redundant, but turning it into a Weapons bonus might make Goods ships too powerful. They already have more space for weapons, because their defences are so strong. The HoE definitely gets a Pop. Growth bonus. It makes the most sense, and is the most useful, no matter whether you want to build up your tax-base, or want to prepare for an inva
You don't need to place each individual file into its original folder. Well, except for the Campaigns, because they don't work from the mod-folder. However, they're not finished yet, so it's pointless to do so now. The Community Update currently works the same way as all the other mods: extract the zip-file, place the folder Community Update under Galactic Civilizations II - Ultimate Edition\Mods, start the game, activate mods in the options, select Community Update as
I'm fine with Good getting the better defences, because they are compassionate about all life, while Evil gets the better weapons, because they don't care, if the enemy suffers a long and agonising death. Still, maybe we could take a look at the Altarians and Thalan to make Good a bit more unique. At least for the official Good races. That would leave the Torians and Iconians, because the Altarians and Drath already get some nice stuff. In case of the Altarians, Good g