Scoutdog

Scoutdog

Joined Member # 3256839
4 Posts 7,928 Replies 1,243 Reputation

[quote]You shouldn't be able to tech whore other civs, it's a waste of your time and theirs. So the sessions cannot be indeffinate, they must have a limit (like 10 successful transactions tops). Also you should be able to ask a civ a week in advance to have a diplomatic meeting. The meeting types would be: Resource Exchange, Tech Exchange, Ship Exchange, Treaty Negotiation, War Council (can be held with allies to strategize attacks, and with enemies in order to barter for a ceasefi

1,309 Replies 3,265,907 Views

Now I see what this is! It's a direct visual output of the data in the XML itself. Took me FOREVER to realise that the little "hexagon" symbols were actually supposed to be tag signs! (What are > and

41 Replies 45,198 Views

[quote]Here's the basic principle behind what any AI does, tech values in the second last column to the right;[/quote] So... these are the CURRENT AI values? Or a graphical representation of the decision-making process? I'm not following you here...

41 Replies 45,198 Views

[quote]I don't research range at all. I build a starbase or take the enemy's planets to increase my range.[/quote] That, as I see it, is the major problem with a mod like this: different people have different styles of playing. Means I will have to look at the AI and see what style it uses, then adjust the techs accordingly.

41 Replies 45,198 Views

[quote]Scoutdog if you are looking for a place to upload your mod to that requires no moderator clearance please consider using the Galciv2Guide.com site. All you need to do is register yourself and then go to the mods section and upload your mod and it will be instantly available to all.[/quote] Will look into it. As of now, the mod does not exist except as a number of replies to this forum and a few scratched notes on my Global History homework, but hopefully it will be n

41 Replies 45,198 Views

1) Sandstorm: DJ's of Euro Trance 2) Kernkraft 400: Zombie Nation 3) The "Eagle Eye" soundtrack: Movie by Steven Spielburg, soundtrack by Brian Tyler 4) Livin' On A Prayer: I forget who wrote it. Maybe Bonjovi(sp?) (When I break the copyrights on my iTunes songs, the metadata goes away) 5) Mr. Roboto: (Who wrote that, anyway) 6) The Human Touch: by someone whose name escapes me. 7) Born In The USA (Bruce Springsteen) 8) ANYTHING by

21 Replies 41,012 Views

[quote](After I have recovered from my "minor" "dilemma"....) What about giving the races a patience limit on the diplomacy screen. Examples.......... If you keep asking for the same tech for too long, your relations will begin to go down. If you take to long in making an offer, the other race will simply disconnect, and will not want to talk to you for a long time. If your offers are consistently inadequete, they will get pissed off at y

1,309 Replies 3,265,907 Views

One thing I would like to see REMOVED is the minors' immunity to culture-bombing: there's no reason for it, it makes life miserable for "culture-warriors" like myself, and it nerf the minors b/c they have all the infrastructure for influencing but it doesn't help them.

1,309 Replies 3,265,907 Views

[quote]The smaller ships you have to design/build three different types. Those are what I would que. Also would que escorts for the larger ships.[/quote] You mean an auto-build? That is already in the game. [quote]But really as with most scifi games there is no real reason to build anything but the largest ships you can.[/quote] I know. Most of us have agreed to call this "large hull kills all", and are attempting to come up with some way to resolve it.

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[quote]Have you playtested it yet?[/quote] No. I am currently just tryijng to determine the path most l;ike a human player. I haven't even written the mod yet, much less tested it.

41 Replies 45,198 Views

[quote]It responds decently well to a war; no idea how it responds to debt. It classically responds horribly to plague/disease, though, which is my main complaint-it doesn't react fast enough.[/quote] I have already made sure that in the mod, those techs have the absolute highest value possible, so that it will research them as soon as the infection hits.

41 Replies 45,198 Views

Also, does anyone know if the AI will take the situation into account when researching techs? i.e. does it know to develop its weapons and logistics when a war is going on and research economics when it is in the red? And does it do the same thing for galaxy conditions (more extreme planets = more colonization techs & so on).

41 Replies 45,198 Views

[quote]You know Scoutdog is working on modifying their research paths to begin with (at least to the extent that this is possible in GC2)[/quote] Speaking of which, I could use a few more replies from a few more people in my survey thread... https://forums.galciv2.com/343677

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[quote]To extend this to its next logical step: Let me use starbase module abilities in planet improvements and ship components, and vice versa (x2). (Okay, maybe not all of them, but it annoys me that an ability will work in one place but won't work in another.)[/quote] Indeed. Basically, I think all of the modders would agree that more standardization in the XMLs would be a big help. To extend it even further, maybe have a universal "requires" field that would accept the internal na

1,309 Replies 3,265,907 Views

Another thing that I would want to see from a modding perspective is a universal set of "special" tags. You know, like [shortcivname], ['yourleadername], those sorts of things. The way they are now, you have different tags for the same information in different files, and they don't work at ALL in other contexts, like the tech tree. What I want is for a standard series of these tags used by ALL the parsers, so that you can say, for example "throuought the history of [yourshortcivname], artific

1,309 Replies 3,265,907 Views

[quote]I have conflicting opinions on an infinite tech tree, but I'd like it to be larger.[/quote] I REALLY want the old tree from GC1 back!!! Not only was it not linear, but it was larger and tech victory was harder to attain: the thing I liked about it was the "arc": you started out with a few techs to choose from, and they opened up into more and more options until about halfway through, when (thanks to the multiple prerequisists that I STILL want back!) your choices narrowed back

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By check the diplo screen, I meant look at the They Have X BC in the trade window every turn. If it jumps when a ship vanishes, and is generally low all the time, then they are probably mothballing ships for cash. Also, it is likely that they are simply upgrading ships to higher levels: there is no real way to check this outside of constantly monitoring a planet until its ships vanish, but it is probably the cause. In any event, if they get near you, I think you will know it in

3 Replies 5,070 Views

[quote]the slot system is a hard cap on ship design.[/quote] By that definition, anything (including the system now) would be a hard cap. Also, the system would still allow flexibility: each tier would have multiple hulls in it: one with attack slots, one with defenses, one with engines, and so on. True, you would lose some flexibility, but if you did it right, you would not have the "huge hull kills all" problem we have in GC2.

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[quote]I agree with it just fine. I just don't think weapons/defenses should be limited, or at the very least not limited nearly that much.[/quote] The tier system that was trown out definately seems a bit limited in scope, but with some new numbers I think it would work. Also, we are only talking about a soft cap on total weapon/defense numbers, not some arbitrary limit.

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