dm04

dm04

Joined Member # 2505541
1 Posts 1 Replies 7,490 Reputation

in my games the AI is mostly not colonizing anything, Thalan and Drath do nothing, the rest is extremely slow. this never happened before the 1.2beta, so there is something going on with the AI. No idea what. I cant remember the last "good" game, mostly I quit a game after like 1-2 years because I see my empire is like 2x larger then all other empires together, by that time I could overrun anything. Strange.

37 Replies 47,091 Views

I just quit a game because of some weird things. 4 years of gameplay and the Thalan and Drath colonized not even ONE world (their initial colonyship still hangs over their homeworlds), they build up colony ships, but this are not moving.... I wish I knew whats going on. The typical plague locusts Arcean and Drenge are very slow, they have 10 colonies each, while I control already 50% of the galaxy. Strange strange

7 Replies 13,770 Views

i do not beliave in a real cheat too, but actualy if there is more bonus, its not documented anywhere. what a luck the game is like 1000000 better then the guide book, as guide book writers, stardock would go broke quite fast anything I know about gc2 is from the net, and the net just speaks about an economy bonus. some clarification by the officials would be great here

5 Replies 11,414 Views

you cant add to a particular technology. if you want to increase "weapon ability," do so, but to increase just all beam by +x is not possible.

4 Replies 3,474 Views

In a long, weird and intensive "micromanagement" effort I just checked my "enemies" in a masochistic game. a) any empire is at max 75% of my empire size b) they planets have like NO research factilities c) yet, any civ have about 10x more researched tech as I have d) tech trade is disabled! When I check the espionage stats, I have 1754 research produced every turn, the best are arceans with 4027.... tough they have just 1 research factility on each planet (I

5 Replies 11,414 Views

moding the races isnt that hard. its simple text, which you have to edit a bit to fit your interests. their appearance is handled by some tags, the description by one, the abilities by some. Anything is easy-to-do. All you cant edit is the behavior of the race, I miss the "civilization editor" options... for militaristic, industrial, economic, expensionistic, scientist... behavior of the various civs.

1 Replies 2,170 Views

it was an example noone says it have to be 10. but it can, imperial 10, +5 / logistic level, +10 for new government... this way we could end up with 65 colonies, thats quite a good number. Occupied worlds still dont count towards this number, so we cna have 200, but with low morale. It is not just about me, it is about the AI as well. If the Ai wouldn rush for colonies, I wouldnt either. <

15 Replies 15,129 Views

limithing the habitable worlds does not eliminate the colony rush, indeed, the race becomes even worser, because you realy realy need as many planets as possible. as for the conquered worlds: I said the further away a colony is from the capitol, the harder is it to keep up the morale. Conquered worlds would NOT count towards the limit, but the morale would be even worser. (btw I never researched space invasion before republic, or 2nd logistick update) btw why is GC2 not dif

15 Replies 15,129 Views

are core ships of "enemy" civs stored in any other file then gc2ships.xml? I wanted to reduce the survey ship a bit (hyperdrives instead of ion drive, no sensor, just survey, no life support). It works for my starting survey ship, but all AIs have their original...

12 Replies 18,651 Views

Basing on the "Drath and Thalan" and the locust like plagues of different civilizations, I would like to see a colony limit similar to civilization. a) the further away a colony from the capital is, the lower is the morale on the planet b) basing on the government used, there is a limit to how many colonies a civ can have. - im geting sick of this rush races for colony space. Im using a slow-start mod, but it does not help much. Anything is slowed down a lot, but in the end, ther

15 Replies 15,129 Views

I always play as "good" If the event is rare or not, its actualy "too" powerfull, making a complete line obsolete. The game is also about exploring the map... having such an event happen in the first few rounds, is just crippling the gameplay (my feel). I think the best way would be to open the galaxy events, or describe where they are stored and how, so everyone can decide if yo

16 Replies 11,444 Views

I removed all techs except for hyperdrive from the racexonfig.xml, so actualy they should have nothing. I dont know if the ai civs can still choose some techs as with a custom race I can (any way to remove the 100 techpoint bonus?) And even then, I dont think its possible to get a "capital" tech from the very beginning.

5 Replies 3,397 Views

anyone interested in beta-testing my mod? it is a slow start/slow tech mod, on top of that some new techs, planetery improvements and ship components are edited a lot

34 Replies 23,635 Views

My approach to the game is probably poor but I just raise industrial capacity and research to maximum so they are at 100% each (Meaning Military and Social are 0%) and research as much as possible quickly as possible then selling all the new techs to the aliens (For cash or IPs if I'm feeling up for it) making up for the money I've just lost from my economy. This thoug

21 Replies 13,225 Views

it just dont fit in my way of play, and I hate the idea of leaving the sensor tech just because I got an super event. and if the ai never build sensors and can see anything all the time, thats crap. but it would explain why ai civ survey ships always frly directly to an anomaly in the center of my territor, but never been there before. weird. got to be changed. whatever, opening the galaxy events would be a nice thing for moders. btw the 2 events you mentioned ha

16 Replies 11,444 Views

It makes no sense. IE Arceans spread like locusts, they spread as long as there are planets open to colonize, even when they build them in the center of my terrotory. Draths/Thalans do nothing, just a couple of initial colonies and end of story. Ok first hand, its nice to see differences between the civs, some spread, some do not. Nice. But at the end, it comes all down to economy input and research output. THe more colonies you have, the better. There is no reason not to colonize som

21 Replies 13,225 Views

anyne noticed, that this two races actualy never spread across the galaxy? the build like 10 colonies (at max) and thats for it, from this point on they do absolutely nothing. First I thought they have just bad luck in the start position, but right now the complete galaxy is split among all and around this two races is a 3-sector free space ring, uncolonized. I ask myself, what the heck are they doing? This happened in the last 2 games and this two races always play very bad...

21 Replies 13,225 Views

because it was increased by 15!! (in words FIFTEEN) and in the first few rounds. Why bother to research sensors, why bother to build some when any ship have sensor range of 15 from the very beginning, making the complete line obsolete. It does not make sense, I dont think it makes one to you. Im quite sure its a bug and should only be 1...

16 Replies 11,444 Views

Just had this galactic wide event happen... increased sensors range of ALL my ships to 15. LOL and this happened in the first few months of game. Very VERY stupid event and the bad side of the coin, this galactic wide events arent modable (at least I dont know a good way). Maybe its a bug and it should be just +1 sensor range, it got to be fixed anyway, if its a bug, or a feature. PS please open galactic wide events so we can modify them

16 Replies 11,444 Views