10. Instead of always having to pick the crappy choices in rendom events to be a good civ, have approvaimately 50% of events reward good choices and punish evil ones. Neutral would stay as a semi-positive, semi-crappy choice. Actually, could be done as a mod, provided that the modder had far more creativity and skill with graphics than I do.
Scoutdog
9. Make bonus tiles moddable. How hard can it be? The only fields that you would need would be name, graphic, frequency of appearence, bonus type, and amount.
[quote]2. Maybe some sort of morale-based "recruitment" system for filling transports, since you can't realistically just draft an entire planet's population and send them off to war.[/quote] I have created another post that goes into this in more detail: Link 8. Be able to change your etical alignment whenever you want (not saying it should be easy: it should be a very expensive process that may take up to a year, just saying
Am I the only one who thinks that it is just a bit unrealistic that you can just draft an entire planet's population to put on a transport? I think the game needs some sort of of "recruitment" system that makes soldiers seperate from civilians. I have touched on this in another post but will go into more detail here: Every turn, the computer takes your recruitment number (RePs), multiplies it by each planet's approval rating, maybe divides it by some other set number to balance it out
7. Instead of a tiny little check box for mega events, have a selector like the ones for research speed etc. that controls the frequency.
From the moment I start the game the music is choppy and nearly every acton has a terrible lag up to 1 minute, which makes the game nearly unplayable. Although my computer is not great, DL runs perfectly, and since the two would seem to have fairly simelar memory and processing requirements, I don't think that it's a simple matter of using a system that can't support the game. I swear, computer problems seem to follow me like some kind of aura...
Hmmm. That's odd. The Krynn, Korx and Korath paragraphs don't appear to be in the file. Granted, I haven't played as any of these races for a while, but I seem to remember the Krynn's speech as being different from any of the ones in there. (i.e. not just used by two different races)
Got 'em! If all goes well you may just see these paragraphs in my first posted mod. I'll leave this thread up in case anybody is looking for the same thing, however unlikely that may be.
It doesn't appear to be working. I start the game, go to the options screen from the main menu, click the change button in the mods area to bring up the window, then click default... and nothing happens. Have repeated several times, same result ;p .
I am attempting to find the file that contains the text that appears below the video that plays when you colonize your first planet. (You know, the one that, for humans talks about being trapped on earth for 1000s of years, yadah, yadah, yadah. It's different for every race.) I have looked in all the data files, but can't seem to find it. If you can figure out which text I'm talking about (which I realize isn't easy), and know where it is, please tell me the path starting @ the DarkAvatar main f
[quote]I wonder what other clever responses the devs came up with for other situations?[/quote] Just so you know, there is a file called English.str in "C:\Program Files\Stardock\TotalGaming\GalCiv2\Data\English" that contains everything the AI ever says to you. If you're not familiar with the files in that folder, they can all be opened with Notepad.
I went to put a mod I wrote into the modfolder for DA, and the folder wasn't there, and I have a sneaking suspicion that I may have deleted it. Is the DA modfolder the same as the DL modfolder (so that I can copy and paste), or is it different, and if so, where do I get another one?
[quote]5. Have debris, hazards etc. in space that damage ships that pass through them.[/quote] Maybe they already have them in TA. I wouldn't know, since I can't afford(sp?) TA (:( .
6. Ships should have the number of moves left listed above their graphic in the main game window.
4. Tech Victory needs some other stuff. The sequence of techs is just too simple. Maybe get tech victory by researching the entire tech tree, or a certain percentage thereof. 5. Have debris, hazards etc. in space that damage ships that pass through them.
1. There should be other controls along with the "research speed", "star density", "anomaly density" etc. selectors. One should set the speed of esbionage(sp?), and one should increase/decrease the frequency of random stuff happening. (By "random stuff", I mean recessions, xenophobia waves, pirate attacks, Calorans -all the stuff I've read about in the english.str file but have yet to actually see in the game.) 2. Maybe some sort of morale-based "recruitment" system for filling transports, si
[quote]My math skills aren't up to quickly figuring out what kind of birth rate that would entail, but I'm pretty sure is isn't "realistic," at least if you're playing as Terrans.[/quote] [quote]As for the population increases (and decreases), the explanation has been that those are the numbers of people who are actively part of your planet's society. So when morale goes up more people come out of the caves and join you. Then again, I've never tried using aphrodisiacs while in a fertili
Oh. good thing I built those transports then.
Are minors immune to culture-flipping? Just got the game and noticed that they seem to be.
[quote]I made a few Borg style Bik files for movies, and placed them in the mods directory movies file.[/quote] You made new bik movie files?! I've been trying to do same for >1 month now! Do you have a special program or something?
Thanks a ton, Kryo. Game is much faster now, & it doesn't crash.
Does anybody know of a site where I can get free graphics driver updates 4 Windows XP? Mine are from 2003, and the game crashes @ random times as a result. And they need to be free (my sole source of income comes from mowing the lawn.) Would really appreciate some help. I can't be the only one with outdated drivers...
While we're on the subject of weird abilities, I can't be the only person who can't figure out what "trade" does as opposed to "trade routes"! Does it increase revenue or something?