Scoutdog

Scoutdog

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

[quote]Then we would start hearing complaints like "It doesn't make any sense! They need to balance the game so Tiny ships have a chance against Elephantine ships!"[/quote] Instead of either extreme (Hull size is unimportant/ hull size kills all), I for one think that it would be a good idea to have a battle system that factors in attack, defense, and HP equally. A small ship with top-notch weapons or defenses would be able to duke it out with a worse-armed huge ship. Of course, large

1,309 Replies 3,265,584 Views

[quote]Speaking of things that orbit, to be honest, tiny and small hulled ships are fine being built on a planet and taking off... but medium hull and larger, no way.[/quote] Maybe have a type of hull (I want 3 to go beyond just Tiny/Small/Medium/Large/Huge) that cannot orbit a planet after it is launched: a sort of "deep space only" limit.

1,309 Replies 3,265,584 Views

Hypothetical Legal Question: If I were to create a total conversion based on an on-going, copyrighted video game franchise (Metroid, if you want specifics) without permission from Nintendo, BUT using no actual material from any of the games (aside from some elements of the story) and only non-copyrighted images legally available on the Web, would you actually be able to clear it w/o risking a lawsuit, or should I not waste my time?

248 Replies 516,666 Views

[quote]Perfectly said... So basically, the Snathi are hoarding the U.S. Congress.[/quote] I can see why: Release a few congressmen onto an enemy planet, and in a few hours their entire government would be paralyzed! The only problem would be how to dig the planet out of all the highway projects... [quote]Maybe even a Sarah Palin minor and a Nancy Pelosi minor.[/quote] Palinoids: + Strong Military - Weak Research Skills Race-spec

1,309 Replies 3,265,584 Views

On a more serious note, I would like to see a revamp of the requirements system to allow different types of requirement. i.e. some starship components would require improvements, some techs would require resorces, some starbase modules would require a special type of constuctor, and so on. Don't just have techs unlock improvements, ships, and modules, and have techs all be researchable without any requirements.

1,309 Replies 3,265,584 Views

[quote who="galacticdoom" reply="14" id="2057246"] The only problem may be that on Maps with Tight Clusters, if you get stuck in a corner of an immense map... and there is ALOT of room between you and everyone else, you would be pretty screwed (if they made attack/defense/hitpoints decrease sharply with range - perhaps a very minimal decrease may work). Logistics, on the other hand, would make more sense, since being far from your territories would show that it becomes increasingly diffi

1,309 Replies 3,265,584 Views

Here are a few more: Race-specific political parties (Because the Drengin Pacifists would probably have some trouble in the Senate [e digicons]^_^[/e] ) , as well as race-specific AND MODDABLE government types. UPDATE: Oh, yes, almost forgot: ship modules that increase repair rate, and have Freighters spread influence.

1,309 Replies 3,265,584 Views

I really like the idea of logistics requirements decreasing as you get closer to your planets. In fact, let's go a step further, and make attack, defense, and HP increase as well, and decrease sharply the further you get into enemy territory. This will prevent players at war from simply finding a "core" planet and taking it out to score a cheap victory. If you tried that under my system, you would be so weak by the time you got there that you wouldn't stand a chance.

1,309 Replies 3,265,584 Views

Just copy and paste the parts you messed with. It also looks like something has messed with your registries and other stuff: do you use a defrag program or something like that?

26 Replies 10,994 Views

I do not think that it is possible to have a PQ bonus for political parties that only effects your home planet. [quote]not that it matters but I increased the default value of all the home worlds to 12 and I changed the earth-like class range to 10-19. and eden to 20 - 99. I did this in case someone spent the 8 points on +20% planet quality and also chose Environmentalists for their political party.[/quote] However, there are several people (myself include

11 Replies 58,372 Views

Just in the default DL folder. The parties have not been touched by Stardock since the original game was released, so there was no need to add another file in the expansions. The PNG can go in the GFX folder, Government subfolder.

11 Replies 58,372 Views

If you tell me what you want done where, I will tell you if its possible, and if so I will attempt to talk you through it. As for the expansions, it would help to know what version of the game you are playing: DL, DA, or TA?

1 Replies 2,388 Views

I like the idea of a moddable AI personality, with variables like: willingness to make deals propensity to build factories/labs/other buildings culture-bombing/military expansion/bartering for planets which victory it pursues how the military works (lone, powerful ships/ fleets of little ships/ starbases/ some combination of the three) build improvements or build ships And so on. Move beyond the simple number system we are stuck with now

1,309 Replies 3,265,584 Views

[quote]To go along with the recruitment aspect of the game, only a percentage of the overall population is actually recruited to become soldiers. I don't know what the system is for GalCiv2, but if a recruitment system would be implemented into GalCiv3, I think that military ships should help raise the maximum amount of people that you are allowed to recruit to become soldiers. Let's say that on a 6 Billion pop. planet, you are only allowed to recruit 25% of the population into the military (

1,309 Replies 3,265,584 Views

While you guys fight out what is basically the entire game engine, I will continue to make small, selfish suggestions on how to make the game a bit more enjoyable: MAKE EVERYTHING MODDABLE! That includes planetary bonus tiles, extreme planet types, super abilities, EVERYTHING! Oh, and, guys, stop obsessing about how each other's combat systems are not accurate to real life!!! First of all, it seems to me that space warfare WOULD be fundamentally different from what we

1,309 Replies 3,265,584 Views

Have you tried running the game WITHOUT the mod? Once, I was wondering why my mod was crashing the game, then I realized that there was an unrelated bug and that my mod worked fine...

26 Replies 10,994 Views

How you get the right files? The game files are in C:/Program Files(or whatever your computer uses to store programs)/Stardock Games/GalCiv2. The vast majority of the files are in the Data and GFX folders. To use a mod effectively, you need to put it in the modfolder, which has a simelar layout to the regular folders.

5 Replies 3,702 Views

The Conversations and Flavortext files are wierd. There seems to be a max number of races allowed, and other mysterious hidden "rules". Nobody on the forums (with the possible exception of the Stardock people) knows how to mod this effectively, myself included.

26 Replies 10,994 Views

If you intend to mod the graphics, you will need either The Gimp (which is free, but I always found it a bit hard to use), or Photoshop (which costs a king's ransom, but is very user-friendly). For ships, it would also be helpful to compile as many jewlery expansions (like KHSM) as you can get ahold of.

3 Replies 2,861 Views