thehandofzarquon

thehandofzarquon

Joined Member # 2592028
0 Posts 2 Replies 3,760 Reputation

[quote]I doubt we'll be able to create new supper abilities, I'd guess that is beyond the scope of any of the editors since a supper ability would need code to support it.[/quote] Well... given the nature of the Racial Tech Trees, it wouldn't be too hard to imagine being able to give a new "Super Ability" in the form of a unique, non-tradeable/stealable tech that gives some bonus that could normally be given via techs. For instance, a race with No Super Ability has a tech calle

16 Replies 8,325 Views

[quote]Guys, sharing tech between two countries is quite different than between species. For one, some techs might be dependent on the other species' physiology (Altarian Magic), or perhaps mental pattern (Iconian Precursor-proximity-ishnes), or even cultural system (Krynniac Conversion).[/quote] To be honest, most of these kind of techs already are not able to be traded. Krynniac Conversion and Efficiency Studies 2 are probably oversights than deliberate "techs that can be traded". None o

121 Replies 29,785 Views

[quote]Is there any word on custom races, firstly will they still be supported in TA? I’d assumed they would.[/quote] They will be. [quote]Secondly when are they likely to come into the Beta?[/quote] Technically, they already are in the Beta, just not enabled. [quote]Thirdly will you be able to select a tech tree for a custom race e.g. any existing race tree or a unique on you create in the editor?[/quote] Yep, that's the plan. [quote]Will they get extra pick points to make up

16 Replies 8,325 Views

[quote] Well it's probably misleading to think of it too literally as negative war profiteering. I think of it as a peaceful race that feels compelled to spend money to send peace envoys and humanitarian aid to civilizations at war. Strategically this would make for an interesting penalty, because it would force a civilization to spend some effort settling wars instead of instigating wars. I'm not saying your other points aren't valid, but personally when the idea was posted it made

25 Replies 10,147 Views

[quote]Plus, how would you have a negative War Profiteering ability? It seems like it would be something that you're either good at or you're not.[/quote] I was thinking of it as automatic humanitarian aid.

25 Replies 10,147 Views

[quote]1.) You know when you first encounter a race they contact you and say their shpeal. I was wondering if when making a custom race it would be possable to edit what your custom race would say when encountering the player.[/quote] You can, at least in a mod. Check out the FlavorText.xml file and the "DialogTag" lines from RaceConfig.xml or your *.customracexml file for that race.

382 Replies 109,286 Views

[quote]All of the abilities are stored in an array of signed long integers in all versions of GalCiv, but we generally call a function GetAbility() and store the value of the ability in a local variable when using it in calculations. In DL and DA, we specifically had code to prevent negative ability values. For Twilight, I had to go through and change a lot of code to support negative ability values. However, I'm still used to ability values being non-negative, so in my UseCreativeAbility fun

25 Replies 10,147 Views

[quote]AND since this is the last expansion pack, it's sort of an 'all or nothing' feeling we're getting. If a tech trading 'fix' doesn't happen for the expansion pack, I personally assume that after TA, we'll never see it happen.[/quote] There is a big 2.0 patch planned for all GalCiv 2's after TA is released, I believe. Since Tech Trading is an issue that spans all three of 'em, that would probably be the best place to address it, IMHO.

33 Replies 10,004 Views

I wasn't entirely sure where to post this. Its nothing that would show up in the game normally (only through mods), and isn't a bug, per say, more of an oversight. I've been experimenting with modding in negative ability bonuses in the current beta. One thing that I've noticed is that any amount of negative Creativity (even -1) will cause Creativity to [i]always[/i] trigger. While it would be nice (for modding purposes) for negative Creativity to actually hinder researching (maybe by lo

25 Replies 10,147 Views

I've posted a new version of my mod. It should be available for download once approved. See the readme for the changes made. This will probably be the last version of this I put up for a while, barring any errors I might have missed, comments/suggestions are still welcome, though.

13 Replies 12,700 Views

[quote]They're bugs. They should have some sort of hive building that boosts pop growth, and should have some sort of farm. They're freaking bugs!! They're ants out there that manage their own fungus farms, why wouldn't the thalians be capable of farming?[/quote] First off, they are [i]Insectoid[/i], not actually insects. They have more in common with spiders than ants, if I remember correctly (at least that's what I gather from their appearance). Second, they are capable of fa

34 Replies 13,905 Views

[quote]It was at the time I wrote this.[/quote] It has given +5 Weapons since the [i]first[/i] beta. There is currently a bug, however, in the current beta that results in the bonuses and unlocked improvements/components of Traded Techs not being shown on the tech tree (ie: those nifty little boxes they added in the beta)... however, they [i]should[/i] be applying properly (I know for a fact you can build the modules/improvements from them). Save and load that game and the bonu

33 Replies 10,004 Views

[quote]Some techs should be marked as untradeable - stuff like Unconventional Warfare, for example, which only exists to open up tech options for the Drengin and don't have any bonuses, modules, or improvements associated with them.[/quote] Unconventional Warfare gives +5 Weapons, it isn't worthless. [quote]If you can list specific techs that should be made untradeable, it'd make it easier for the devs to take care of it.[/quote] Can do! Here's a list separated by cate

33 Replies 10,004 Views

Yep, unfortunetly, there is NO way to specify a limit on how many of a certain ship component you can put on a ship. I really wish there was. Oh well, maybe push for the feature for the 2.0 Patch, eh?

10 Replies 5,285 Views

[quote]The Thalan should have a "Hive Colony" building that gives them +Food and +Morale. Tadah.[/quote] I was thinking the same thing. A once per planet building that gives something like 2-3 food with a fair morale bonus (25-35%), but it has a higher than normal maintenance cost.

34 Replies 13,905 Views

[quote]They are without a doubt potentially the best soldiers without tech trading because of C of V build as many as you like +2% bonus for each one of course fixing the +33% planet defense would make them even more powerful.[/quote] +33% planet defense, +2 Soldiering would probably be a nice once-per-planet building... As for the Arcean speed, I'm kinda on the fence about the issue. On hand... I would like to think of their Navigational instead of better Propulsion as being a

13 Replies 6,891 Views

[quote]The solution that I like best (someone else suggested it) is that you maintain the current maintainence while a ship is moving around, yet bring it back to previous levels when that ship is in planetary orbit. This is easily justified as simulating the cost of the supply lines (and, heck, you could also scale maintainence with distance from the nearest friendly planet or starbase if you wanted to go nuts with it). This adds another strategic element to your war planning... having your ent

37 Replies 13,015 Views

[quote] They have one good morale building, and it's an achievement (one per empire). Their other building is mediocre at best - 25% morale boost. The old tree had the virtual reality station for a 40% boost.[/quote] Well... it may only be 25% morale, but it is a [i]helluva[/i] lot cheaper than the closest normal morale buildings. 25bc to build and 1bc maintenance compared to 250bc to build and 5bc maintenance for Extreme Stadiums (which only have 20% morale) or 300bc to build and 6

121 Replies 29,785 Views

[quote]Um werid guys, is this in the new "cough" features of TA. In DA I am always running between 50k and 100k BC in my treasury about the time in get Disruptors[/quote] No, the 20k cap has been around since the beginning I believe. It's not a cap, per say, but your income is [i]greatly[/i] reduced if you have 20,000bc or more in your treasury. It is even possible to [i]lose[/i] money by having a treasury that high. It's mainly a problem because, late game, you start running out of thi

110 Replies 34,849 Views

[quote]A while later, I researched the advanced aquatic tech, and the planet went yellow. I colonized it and played out the rest of the game with a 50% penalty on the planet. When looking at the tech tree viewer, I noticed that the first aquatic tech was missing any icon on the bottom, in the place that would usually be showing the +50% bonus. So by trading for the tech, I actually crippled my ability to colonize aquatic worlds! That's a bit of a bug there, so consider it reported.[/quote] <

5 Replies 3,441 Views

[quote]Which one is that, can you be more specific? If you mean the one in the civ manager, it only shows civ-wide bonuses not planet specific ones. There was no change in the planet's production stats after the UP resolution; the prison has since been switched to another planet after another UP vote, also with no change in my production.[/quote] It's one of the two buttons at the bottom of the Planetary Improvements screen. Next to the button that brings up the screen you have screensh

16 Replies 5,555 Views

[quote]You really should go evil and build a mind control center somewhere wealthy.[/quote] Why? The bonus is global, build it somewhere else and stick an extra stock exchange or whatever on that Economic Capital.

21 Replies 5,524 Views