Gaunathor

Gaunathor

Joined Member # 2472842
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If you had asked this question a few months ago, I would have said APT 1 to start with, because it is the closest to a pure bugfix. You could then try the other mods later, once you got some more experience with the game. Now, however, I need to go with the community-based update . It's a community-driven effort to fix all the remaining bugs and balancing issues in the game that can be fixed via XML-editing. On

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chananyahoschander's post made me think about the alignments again. The way I understand the intended design is this: Good suffers in the short term, but gains long-term benefits, due to better relations with the other races. Evil gains short terms benefits, but suffers in the long term, due to constant conflicts with the other races. Neutral is somewhere i

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[quote who="MarvinKosh" reply="171" id="3502544"]So, I did a lot of playing and recording tonight. About five and a half hours.[/quote] Wow. [e digicons]:omg:[/e] [quote who="MarvinKosh" reply="171" id="3502544"]I think that it shows off the AI fairly well, but on the other hand they do still make a bazillion runs at heavily-fortified starbases so, still not too bright.[/quote] Yeah, that's an old fault of the AI. It always targets the starbases first, for s

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[quote who="chananyahoschander" reply="169" id="3502435"] 2 suggestions on things to change... 1) Take away the ability to trade IP. The A.I. doesnt get how useless the stuff is, and will trade good tech or cred for it. 2) Add bonuses to choosing the good or nuetral options in a decision. Just like GalCiv 3! [/quote] Sorry, but we can't do either. Both mechanics are hardcoded. Anyhow, I've uploaded a new version. Same link

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The Torians have been doing surprisingly well in my tests. They've won an extraordinary amount of matches. Often against seemingly impossible odds. The only thing I don't like about them is that they sometimes don't research their morale improvements early enough. However, that's a relatively minor issue. I've made some adjustments to the Arceans. They are now slightly better at researching more advanced labs and factories. However, their general research behaviour

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[quote who="MarvinKosh" reply="165" id="3502223"] Good question. Have you by chance noticed that Planetary Improvements is a hump that some of the races have trouble getting over? Or are they fine with it?[/quote] As far as I can tell, the AIP 8 races have no problem with it. The Korath also seem to be okay. Of the AIP 11 races, the Arceans are sometimes researching several other techs first, but they eventually get to it. Researching better labs and factories, howeve

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What does everyone think about the current layout of the tech trees? Are they fine, or would you like to change something? I think they are okay now. However, I have to know what everyone else thinks, because I would like to get started with the campaigns and scenarios. Having to redo all of them, just because something in the tech trees changed later, isn't something I want to happen. Again. I had enough of that when I was working on Autumn Twilight. [e digicons]:rolleyes:[/e] </

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[quote who="MarvinKosh" reply="162" id="3502074"]Welp, you do have the Torians set to AIP 10 in the RaceConfig. [/quote] What the... !? Dammit! [e digicons]#:([/e] You're supposed to be on AIP 11, Torians! It's happened to me now a few times, that I made an entry in the the changelog of what I'm going to do, and then forgot to actually make the change. This, however, has got to be the worst case of them all. I corrected it now. Let's see, if th

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I've tested the remaining races today: The Thalan are okay. No big issues here. The Iconians are mostly okay. Their biggest issue is, surprisingly, the Dream Conclaves. They're too good. The Iconians build a few of these where possible, and start ramping up the tax rate. New colonies, and any other planet without Dream Conclaves, will soon end up with very low two-digit (or even single-digit) approval ratings. Reducing the morale bonus of the DC might help, but I don&#

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[quote who="MarvinKosh" reply="159" id="3501921"]It's great if the workaround works. One would hope, for example, that the AI doesn't go completely nuts and max out starbases in every sector. The down side of letting the AI build as many starbases as it likes? It may very well end up wasting a lot of time building constructors. I guess we'll find out. [/quote] I've been using the workaround in Autumn Twilight, and didn't notice any stra

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[quote who="enocdro" reply="2" id="3501886"] Debug Message: Can't find ship type in definitions Debug Message: Ship Peacekeeper R-4986 does not have a valid ship class in CalcTotalMoves. Setting moves to 0. Ship Name: Peacekeeper R-4986 Owner: 34 Debug Message: Loading Fleets Debug Message: Can't find ship type in definitions Debug Message: Ship Peacekeeper R-6486 does not have a valid ship class in CalcTotalMoves

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[quote who="MarvinKosh" reply="155" id="3501853"] As for starbase defences, well, I guess you could start at three points instead of five. Thing is, ship weapons (lasers, for example) have a stronger start than in the vanilla game, so five points of defence doesn't last long over the course of a combat round. Now by the time you get that second defence module installed, it's all the way up to twenty points, which can take quite a bit more punishment. That's

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I ran a couple 1-on-1 AI vs. AI test-games today. The settings were: small map, common all, no (Mega) events, 8 minors, Tough difficulty. I used the Terrans as base, and set them up against the other races. So far, the Yor are the strongest. They've won each encounter. Though their research in the last one was a bit weak. Not sure, if that was just a coincidence, or due to one of my changes. The Altarians and Korx did also pretty well. They've won most of their encount

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[quote who="DARCA1213" reply="151" id="3501696"]I had it right,[/quote] No, you didn't. I gave that as an example on how you'd set the Umlauts correctly, but it's not how you pronounce my name. I showed the correct pronunciation in the first part of my post. [quote who="DARCA1213" reply="151" id="3501696"]Burn with the Drengin!![/quote] I'd rather get liquidated by the Yor, than burn alongside those smelly beasts. [e digicons]:puke:[/e]

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[quote who="DARCA1213" reply="11" id="3501691"]Can you link me the spoil to this you mentioned earlier, would help?[/quote] It isn't outright stated, but you should be able to piece it together, if you read the following posts: The Dread Lords, the Arnor, the humans, and the Altarians The Galactic Civilizations Universe

23 Replies 80,116 Views

[quote who="Rhonin_the_wizard" reply="9" id="3501626"]Xendar, not Kendar.[/quote] Right. Sorry about that. (Bloody typos... [e digicons]#:([/e] ) [quote who="Rhonin_the_wizard" reply="9" id="3501626"]Also the old texts stated the Drengin wiped out the Xendar so the humans wouldn't learn about their involvement in the war. And it was the Drengin that gave technology to the Xendar and told them to attack the Terrans.[/quote] True. However, it was the ruthlessness the

23 Replies 80,116 Views

[quote who="DARCA1213" reply="7" id="3501619"]The million dollar question is why though?[/quote] Why what? Why Draginol did it? Without spoiling too much, it's basically a time-loop. He has to do all this, or else the GalCiv universe as we know it would not exist. If you want to know more, Frogboy has spoiled most of it in some of his posts on the GalCiv 2 forums. [quote who="DARCA1213" reply="7" id="3501619"]And its still the Drengins fault for starting all this because t

23 Replies 80,116 Views

A new version is up. Same link as before. The biggest change is a fix for a pretty nasty bug. Every time a starbase with defences got attacked, the game crashed. It took me a while to figure out what was wrong, but it's fixed now. The cause for the crash was, that one of the weapon-components I disabled was used by the game for the starbase-attack. The game couldn't find the component, and therefore crashed. I didn't notice this sooner, because I used the cheats to ma

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[quote]If I remember correctly, the drengin caused the Dread Lords to come back no matter the consequences[/quote] The Drengin just wanted to get their hands on Precursor technology, by using a Precursor artefact. They didn't knew, that doing so would free the Dread Lords. At least, not that I'm aware of. Still, they weren't bothered by it, because it served their purpose just as well. Let the Terrans and their allies fight against the Dread Lords. Any survivors will then

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[quote who="MarvinKosh" reply="147" id="3501373"]So I forgot to ask, but when you update do you mean that the file archive under the link is up-to-date?[/quote] I specifically mention when I update the archive, though the spreadsheet is always fully up-to-date. If everything goes right, I'll do another update tonight. [quote who="MarvinKosh" reply="147" id="3501373"]Also, is there a particular way to pronounce your username, else I'm liable to say it funny, like I did

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I made a couple more changes today, and I think I may be finished with the layout of the tech trees: 1. The Iconians have now access to Enhanced Adaptation. Primarily because they need more space for all their 1pps, but also because it makes perfect sense for them. I mean, if anyone should have that tech, its the Super Adapters. 2. The Drath now have access to Paradise Worlds, Righteous Justice, and Righteous Might. It's not a perfect replacement for all the standard Ethic

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You pay maintenance for combat ships (ships with any kind of weapons) and constructors (ships with a constructor module). The amount you pay is 3.5% of the ship's build-cost. The only exception are constructors. They use a different amount, but I haven't figured out yet how to calculate it. In any case, you can see how much maintenance you need to pay, if you look at a ship's Details screen. You can also see it, if you look at the design of the ship in the Ship Designer.</

1 Replies 4,963 Views

[quote who="MarvinKosh" reply="143" id="3501107"]Perhaps, solving two problems at once, switch it around with Orbital Command Centre?[/quote] Move the Gravity Accelerator to Interstellar Construction, and the OCC to Artificial Gravity? It doesn't really make any thematic sense, but I guess that's okay in this instance. Still, I don't think you need the OCC that early. I'll keep it at Space Militarization for now, and see how that goes. At least the AI no longer has a p

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[quote who="MarvinKosh" reply="141" id="3500972"]Could we have the civ capital give an 5.0 so that any civ which still has a capital gets at least the ability to defend with five ships in orbit?[/quote] I thought of something like that while working on Autumn Twilight, and, sadly, it doesn't work. The F_LogisticLimit tag is hardcoded to work only for specific improvements, i.e., the HyperionFleetManager (InternalName of the Orbital Command Center) and the OrbitalFleetManager.

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