I'm still working on the planetary improvements, but there are a few things I'd like to hear your opinions on: 1. Hyperion Shipyard. It's basically the Navigation Center, but much more expensive, and you can only build it once. This makes it pretty bad in the hand of the AI. You'd want it on your main production planet to give your ships the best bonus, but the AI doesn't think this way. It will build the Shipyard wherever it pleases, whether it makes sense (to us)
Gaunathor
[quote who="DARCA1213" reply="76" id="3499381"]I think we should be friends on steam to communicate better. Please. [/quote] Sorry, but I can barely tolerate having to use Steam in order to play GalCiv 3. I don't want to use it any further than I absolutely have to.
[quote who="DARCA1213" reply="74" id="3499260"]tell me what you think. and if there is anything else you need?[/quote] The only thing I'm missing from them is a mention of the defense modules. After all, those techs are no longer only for improving the combat capabilities of ships in the area, but also that of the starbase itself. Other than that though, great work. [e digicons]:thumbsup:[/e] Also, I find it a bit ironic that the UP is making such a big deal about the "Co
Here is a link to my new spreadsheet for the community update. I'm using my old one as a base, and am still in the process of updating it. The following tabs are fully up-to-date: Colony & Ships, Morale, Culture, Manufacturing, Research, Economy, Farms & Medicine, Terraforming, Defense, Political Parties, Races, Ability Bonuses, and Space M
[quote who="Frogboy" reply="70" id="3499203"] We're going to be looking for the actual XML or other files to drop in along with documentation so that QA can go through and test them.[/quote] Good to know. Thanks. [quote who="DARCA1213" reply="71" id="3499204"]PS; There is no tech called "Starbase Defenses" in between "StarbaseMilitarization" and "StarbaseMobilization" fyi.[/quote] Sorry. I forgot that I changed the DisplayName of StarbaseMilitarization from "S
[quote who="MarvinKosh" reply="67" id="3499151"] Here's the Techtree and changelog back. I got all the way down to Stellar Folding and then I started to get crossed eyes. Which is to say, I could continue to work on it, after I've had a break. [e digicons]:)[/e] [/quote] Thanks.
[quote who="Thvle" reply="64" id="3499125"]the preliminary update fixes the different bugs that were known to date? [/quote] It doesn't fix all the bugs just yet, but it does reduce their numbers a lot. [quote who="MarvinKosh" reply="65" id="3499130"]Okay no worries. I made some very minor fixes, should be easy t
[quote who="MarvinKosh" reply="61" id="3499119"] Also, I'm having a look through TechTree.xml right now, so maybe hold off on making changes until I Dropbox it and the changelog? [e digicons]:)[/e] [/quote] Hold on a second. I made some changes since the last version. I'm going to upload it real quick. Edit: Here it is.
[quote who="MarvinKosh" reply="60" id="3499114"]Capitalism description: I like the joke, but I think it needs a little work.[/quote] That's what I thought. I'm just glad, that I managed to come up with it at all. I'm usually terrible with jokes. [quote who="MarvinKosh" reply="60" id="3499114"] Traditional Slavery description: I think that since this tech is awarded to races which use slaves, perhaps the description could be worded from their point of view.&nbs
[quote who="Frogboy" reply="54" id="3498946"] Hi all! So what we'll be looking to do is integrate a set of updates based on your preferences into the game along with updating the credits in the game to reflect your contributions. I'll check in on this thread one week from today to see what has been collected and we can go from there. [/quote] Hi Frogboy! Thanks for giving us the opportunity to do this! I really appreciate it. The
[quote who="MarvinKosh" reply="51" id="3498918"] Death Furnaces and Artificial Slavelings sound like they would be perfect as Drengin starbase modules, rather than planetary improvements.[/quote] I'd like to keep the Death Furnaces as planetary improvements, because that's what they sound like from the way the Drengin talk about them. Turning the Artificial Slave Pods into starbase modules, however, wouldn't be a problem. Same for the Slaveling Training Center. M
I went over the tech trees of the Drengin and Korath today and made the following changes: 1. Entertainment -reduced the cost of the Slaughtertoriums tech from 1500 to 800, and increased the Morale bonus from +5% to +10% -reduced the cost of the Arena of Agony improvement from 150 to 90 -reduced the cost of the Slaughtertorium improvement from 180 to 120, the maintenance from 2bc to 1bc, and increased the morale bonus from +25% to +30% 2. Culture<
Okay, here are the new names and descriptions I used for the governments in Autumn Twilight. For the Arceans, Drengin, Iconians, and Korath: Name: Stellar Imperium Description: Allows us to transform into a Stellar Imperium. Details: Running a galaxy-wide imperium isn't easy. A lot of stuff is happening on each colony, making it difficult to make the best decision for each one. However, a true leader knows when to delegate less important tasks. Stellar Im
[quote who="trims2u" reply="46" id="3498714"]did you give access to all the government techs to ALL races?[/quote] Yes, I did. The only races who didn't have access to them were the Iconians and the Yor. The two races which desperately need the money the governments provide. [quote who="trims2u" reply="46" id="3498714"]Certain races should not intrinsically be able to research every government type.[/quote] In general, I agree with you. However, if we go that route
[quote who="Mangusti45" reply="21" id="3498679"] I'm having problems with locating my core ship data. No matter where I look, I can't find GalCiv2\DarkAvatar\Data\ShipCfg Any idea where I could find it? I bought the game from Steam. [/quote] Steam only sells the Ultimate Edition of the game, so the correct path would be: Steam\SteamApps\common\Galactic Civilizations II - Ultimate Edition\DarkAvatar\Data\ShipCfg or rather Steam\SteamAp
[quote who="MarvinKosh" reply="44" id="3498518"] As far as Xeno Economics goes, sure, if everyone has something like a Market Centre at the start which they can later upgrade, I don't see a problem with having it branch from Universal Translator. The aim is to make sure that some tiles have been devoted to economy before the other spammable stuff has been unlocked.[/quote] At the moment, almost all races have access to Market Centers (or the Black Market) at the start o
[quote who="MarvinKosh" reply="41" id="3498336"]Sorry to be such a Yes-man[/quote] That's okay. I can easily fulfil the role of nay-sayer myself. [e digicons];)[/e] [quote who="MarvinKosh" reply="41" id="3498336"] I think that to assist the AI in developing economy starbases, the non-racial production modules should be unlocked by techs common to all races. These can be costed very minimally and placed in the production path of any race's tech tree. M
Some general thoughts about the tech trees: 1. Several tech trees provide too many options too early. This is a problem for the AI, because it may not always pick the techs that are most useful to it early on. In my opinion, each tech tree should provide four paths at the beginning, five at the most, with new paths opening up after one or two techs have been researched (preferably two). 2. Currently, there are techs which don't provide any benefit beyond unlocking new tech
[quote who="DARCA1213" reply="38" id="3498235"] Terrans are good diplomats but at heart we only care about money, all politicians do. Terrans are federalist. IMHO. [/quote] Maybe. However, diplomacy can net you more money, and other perks, than pure bean counting could. Anyhow, here are my proposed changes to the AbilityBonuses.xml. I haven't made them yet though, because I wanted to hear your opinions first. Economics: -changed
Some general thoughts: 1. Trade Here are my values to make trade routes worth more: Ability bonuses: +25%, +50%, +100% (instead of +10%, +20%, +30%) Mercantile political party: +50% (instead of +20%) Standard techs: +25%, +25%, +50% (instead of +10%, +20%, +30%) Neutral Shipping: +25% (instead of +10%) Korx Xeno Mercantilism tech: +50% (instead of +20%) Standard starbase modules: +25%, +25%, +50% (instead of +10%, +20%, +30%)
I'm finished with the remaining tech trees. Here are the changelogs: Krynn_TechTree.xml Reordered the techs in the same general order as in the TechTree.xml Important notice: I'm using the InternalNames of the techs this time. IndustrialRevolution: -changed Branch from Culture to Industry -removed Category tag (was set to Military) -removed the following tags: Alignment and Requires TraditionalResearch: -changed Branch
I've run into a bit of trouble. There is a bug in my TechTree.xml which causes the game to crash whenever I try to play as either the Krynn or the Torians. I've been searching now for over two hours, but I just can't find the cause for the crashes. Even disabling all Krynn and Torian techs didn't help. I think I'll go back to fixing the racial tech trees for now, and have another look later. Still, this is getting really frustrating. Update: I've
Here are the changelogs for the DL, Drengin, Iconians, Korath, and Korx: Dreadlords_TechTree.xml Reordered the techs in the same general order as in the TechTree.xml Important notice: I'm using the InternalNames of the techs this time. IndustrialRevolution: removed all tags (already set in the TechTree.xml) TraditionalResearch: removed all tags Xeno Communications: removed all tags UniversalTranslator: removed all tags
[quote who="MarvinKosh" reply="31" id="3497617"]I think I'd go cross-eyed reading through and stripping down one entire tech tree file, never mind two.[/quote] Three actually. Well, four, if you count the TechTree.xml. And there are still eleven more to go. [e digicons]x_x[/e] [quote who="MarvinKosh" reply="31" id="3497617"]That being said, can you throw me a few files so I can go through the spelling and grammar?[/quote] <a href="https://dl.dropboxusercontent.com
[quote who="MarvinKosh" reply="28" id="3497304"] I did a little bit of number crunching on the spreadsheet (to compare defences and weapons in the two mods) and the two progressions are quite similar. So I don't think there's anything much to argue about there. [/quote] Good to know. [quote who="DARCA1213" reply="29" id="3497394"]when do you guys think you'll have enough to go to SD?[/quote] Ask again in a month or two. [e digicons];)[/e] I