joeball123

joeball123

Joined Member # 3255849
1 Posts 314 Replies 476 Reputation

[quote who="Wetballs" reply="17" id="3475058"]It's funny, but I don't recall ever seeing any arguments on the Fallen Enchantress boards about dragons not being scientifically possible. I wonder what's behind all the apparent huff over fighters in Galciv.[/quote] Fallen Enchantress isn't in a genre that has "science" in the name, nor is it in a genre which is considered particularly likely to have some basis in real science. Not that that necessarily means much, but the

33 Replies 23,242 Views

[quote who="TheSoloDriver" reply="8" id="3474418"]Single A-Wing took out a Super Star Destroyer.[/quote] After its shields had been taken down by the concentrated fire of the Rebel fleet, and I would tend to think that a fair amount of luck was involved in that crash actually causing the Executor' s demise - there are, after all, only about 20 seconds between the time the A-Wing hits the bridge and the time Executor hits the Death Star. Had there been more time fo

33 Replies 23,242 Views

The burning monastery quest line is a prerequisite to the Tyundii quest line. If you look at the quest log, you're told to go visit the monks at the monastery, and then you see that the place is in flames and you have to try to rescue them by recovering the key to the door, and then the lone survivor comes with you and you can start working on rebuilding Tyundii.

4 Replies 10,852 Views

[quote who="ParagonRenegade" reply="4" id="3473951"]If I'm not mistaken, Stardock had something like this in an early GC2 DL build, where soil enhancement, habitat improvement and terraforming all worked on yellow tiles, and turned them orange. Or something like that, that was a long time ago.[/quote] I don't want them to all turn to a single color, though, at least not unless they all have the same kind of bonus. I want the tiles to end up color-coded (or marked by an icon in

10 Replies 13,928 Views

Just to be certain: you've completed the quest associated with the burning monastery, correct? If you haven't, then do so and I would think the Tyundii quest should trigger (slay the three demons to the north and then return to the monastery, and get a free champion). If you have, then I'd think that your campaign is broken in some way and would suggest uploading a save game or perhaps trying to reinstall the game. Also, did you see a Shrill Lord spawn in, and get a messag

4 Replies 10,852 Views

[quote]What does 'Flooded' do to the planet? Does it lower its quality and if so why? [/quote] As far as I can tell, 'flooded' does not currently do anything to the planet. [quote]On another note and without opening up another topic, I noticed that when I unlock 'Arid' terraforming tech, that none of the tiles turned GREEN or even an indication that I researched anything. [/quote] To be perfectly honest, I would rather not have the Arid tiles tu

10 Replies 13,928 Views

No, most treaties are meant to remain active for the duration listed, and you don't have the option of cancelling them early. There was a bug floating around where you'd receive word that the computer had decided to cancel its treaty with you but hadn't actually done so, so this may be what you're experiencing. You can look up (or modify) the duration of various treaties in the Treaties.XML file located in \FE Legendary Heroes\data\English in whatever location you have

3 Replies 9,922 Views

[quote who="erischild" reply="45" id="3473181"]I must be weird. I seem to be the only person who actually enjoyed and agreed with the Influence mechanic and concept in GC2.[/quote] [quote who="WIllythemailboy" reply="46" id="3473182"]I enjoyed it as well, but then I spent a few dozen hours digging into the math and the modeling behind it. And came up with a few insane cheese tactics to use it. I suspect those who were unhappy with the mechanic either didn't know some of the tactic

55 Replies 179,542 Views

Personally, as far as the alignment tree goes, I would rather they made it so that you had to be 'leaning' at least so much in a certain direction along the good/evil axis for each set of unlocks in the good/evil trees (and for the neutral tree, you can be 'leaning' no more than so much in a certain direction), and have thresholds saying that you can't have more than X unlocks in the alignment trees until you have Yx total alignment points. Your 'leanings' could th

36 Replies 143,255 Views

Perhaps you might want to do a little bit of math, first off. The game computes weapon damage as follows: damage_dealt = rand(0.5, 1)*maximum_damage maximum_damage = (1 - damage_resist)*Attacker_attack*Attacker_attack / (Defender_defense*(1 - Attacker_penetration) + Attacker_attack) Most units have no resistance to physical damage, so for nonmagical weapons that term is usually 1. The main exceptions to this rule

4 Replies 10,992 Views

[quote who="WIllythemailboy" reply="33" id="3472090"] 22 mile limit[/quote] Don't you mean the 12 nautical mile, ~14 statute mile, or 22 kilometer limit? [quote who="WIllythemailboy" reply="33" id="3472090"]Nonsense, getting YOU to declare war is the entire point of the exercise. In diplomatic terms, it makes you the aggressor and various treaty agreements are enforced differently if you declare war on him rather than he on you. [/quote] And yet in the real world i

55 Replies 179,542 Views

[quote who="perigrine23" reply="26" id="3471540"]I think most people in this thread are taking these names a little too literally. In game terms these are just gates to compensate for the fact that GalCiv's tech tree is a bunch of parallel branches instead of a web. They do not dictate player or AI behavior. The current names do a good job of describing typical behavior in the early, mid, and late game.[/quote] The problem with naming a technological era as the 'Age of X,'

28 Replies 29,227 Views

[quote who="jim_viebke" reply="19" id="3471089"]Actually, what's the point of having the Age associated with tech research? Shouldn't it vary depending on the galactic political situation?[/quote] I suspect that the research eras are intended to allow you to give a general indication of where you are, technologically, rather than requiring knowledge of where a specific tech is. As far as what ages should be named for, though? That varies considerably, depending on who

28 Replies 29,227 Views

I would tend to suggest that research 'ages' be named for some important or key technology or set of technologies within that era, rather than handing out vague names like 'Age of War' or 'Age of Expansion' or 'Age of Strife.' Age names like that would be best applied to what is happening within the galaxy, rather than to certain portions of the tech tree. After all, who is to say that the early game is an 'age of war' for me, whereas the late game is p

28 Replies 29,227 Views

[quote who="DARCA1213" reply="27" id="3471074"]Imagine two countries fighting with drones, viruses real/virtual, and corrosive gas? Well the first part is coming soon but the later bit would be a few more years from now.[/quote] Fighting with 'real viruses' has been around for millenia. People have been throwing dead stuff over the walls of besieged cities in the hopes of spreading disease and illness since at least the Classical period, and in more modern times have devised m

30 Replies 68,613 Views

I am very much opposed to using influence boundaries as territorial borders. If Stardock wants to add in 'national space' as a game concept, then I'd rather that it were some fixed number of tiles around a colony rather than anything remotely similar to influence, with a reasonable rule for settling overlapped claims. Conceptually speaking, there's little difference between 'territorial waters' and 'territorial space' - both represent a region in which the laws

55 Replies 179,542 Views

[quote who="androshalforc" reply="11" id="3470075"]and looking at earth and mars let’s say I’m playing humans and haven’t colonized mars for some reason or another and you come along and colonize it should i just give up half of my ZOC just because you took a planet right next to mine?[/quote] If Mars was within your 'territory,' then there's a clear violation and a valid cause for a declaration of war. If Mars was not within your 'territory,' the

33 Replies 11,636 Views

Things of this nature are a large part of why I dislike the use of influence to determine national boundaries and would much rather have a fixed limit, like say having everything within three tiles of a colony belong to the colony's owner. Just because my nation has enough influence to paint half the galaxy blue doesn't mean that my nation's territory encompasses that half of the galaxy, particularly if we're talking about things like another faction's homeworld being unde

33 Replies 11,636 Views

[quote who="ParagonRenegade" reply="30" id="3469496"]The Galactic Civilizations universe has mass-negation technology and hyperdrive, alongside fusion. Those three technologies make it pretty irrelevant where you choose to do something. [/quote] Out of the three technologies listed, the only one which is easily seen to be relevant to the economics of planetary versus asteroid mining is the mass negation technology, and I don't know where you're getting that from. The two close

51 Replies 185,401 Views

[quote who="perigrine23" reply="11" id="3469011"]I think this type of rubber-banding sounds really interesting, especially if they can get the AI difficulty is determined primarily by how the AI plays rather than by cheats and bonuses. That being said, When you hit that tipping-point where you know you are going to win, it may be tough to raise the difficulty enough without it feeling really unfair to the player.[/quote] I don't see the suggestion as proposed as a rubber-banding t

14 Replies 18,357 Views

[quote who="Glazunov1" reply="2" id="3468989"]I recall there used to be an Earth spell to revive land, but I haven't played up Earth lately enough to see if it still exists.[/quote] Revive the Land still exists, but moved from Earth Magic to the Magic Research tree (I believe it's under Rituals or Sorcery, but I could easily be mistaken). I don't recall if it can target city tiles, though, and I don't believe that it's guaranteed to produce a tile you can settle on

9 Replies 18,560 Views

[quote who="ProfoundGlee" reply="7" id="3468866"] allow difficulty level to be increased (but not decreased) midway through a game[/quote] I really must ask why this restriction should be in place. There is nothing at all wrong with deciding that you'd rather play an easier game at an advanced point in the tech tree, or in deciding that the difficulty you originally set (or most recently set) is too high for you or for your tastes, and as far as the single-player side of things go

14 Replies 18,357 Views

[quote who="trims2u" reply="2" id="3468052"]Only if the Difficulty level is HARDER than the one you're playing at.[/quote] I see no particular reason why this restriction should be in place. Presumably, multiplayer games will either have computer players at a locked difficulty or require the agreement of the majority (or all) of the participating players to change since the host arbitrarily deciding that the game difficulty should change could be a nuisance, and in single player t

14 Replies 18,357 Views

[quote who="WIllythemailboy" reply="12" id="3468034"]4. The colony building counts as an adjacent building for all other types of building. It has manufacturing, research, food, morale, and economy attributes and should be counted as a level 1 of each of those types for adjacency purposes.[/quote] Initial colonies already provide +1 level to any adjacent building, so consider this part of your request granted. I agree that 3 and 5 should be there as well, if we're not going to gua

15 Replies 51,230 Views

To be perfectly honest, I tend to find that most espionage systems, particularly ones which include one or more forms of sabotage, in games are more annoying than useful or fun, at least for me. GalCiv II had a particularly poor implementation of it (although thankfully one of the less annoying implementations, since you could essentially turn espionage off by building a Counter-Espionage Center on every planet, which wasn't that poor of an idea since it was a halfway decent morale struct

22 Replies 15,935 Views