okay thanks for the explanation^^ [quote who="phatkarp" reply="15" id="3596495"] the weariness effect should be less for defensive losses than for offensive losses. That would make some sense, as it is always more difficult to justify a costly invasion than to justify losses incurred in defending your turf. [/quote] I like that. I was stressing that point, because, oftentimes in X4 games, you reach a point in military/productive/technological strength we
Maiden666
I like the idea of planets becoming independantly/rogue if the government makes decisions that is against their ethical heritage, blown stupid decisions or general economic or moral dilemmas... on #2: how would you bring them back - back from the dead? unless the invasion mechanic is changed, you've comitted genocide by conquering them...
war in the galaxy will never be the same....
hmm your avatar is gone where did the gremlins take it?
[quote who="naselus" reply="1" id="3596265"] The reason you're walking it is because those embassies are giving you a huge diplo bonus, which is applying +3 relations per turn. [/quote] Remove that crap entirely, relations should be based entirely on what you do who you are what you represent and not on buildings or other constructed stuff
isn't it called "wariness"? tbh I don't like it if a defeated party is penalized (1) they already are usually in a somewhat weaker position because to invade a planet demands for space superiority ie. stronger military on the attackers side (2) the loss of the planet will already penalize the defendant making the weak side weaker, and more weaker with any lost planet will only result in the attacker becoming invincible soon after starting the fight. rather the penalty
Would be nice to have something like a TerrorStar, but this time with the ability to target single planets only. In order to be able to destroy uninhabitable worlds and turn the resulting debris into something useful... ofc that thing had to be slow, very slow, use upquite an amount of production + time to be finished, and perhaps destroy itself during the process, too... in other words to make it unreliable for an ongoing military use.
hmm is there some kind of echo in these forums? because, since about 2 weeks I constantly read someone praising botf, even using the same phrases (it's free, google it etc pp). can't remember who the specific posters were, but in case it's all been you - what's the point of creating a thread with the sole intent to promote another game when all that's been said has been said already...?
Once the win becomes apparent alot of excitement & fun instantly drifts away. At that point I stop alot of micro so turn become better time-efficient. But if nothing happens to stop the roundup - which becomes more & more boring over time - I just stop or restart. Game needs more random elements & penalties to the mighty
The AI will only look at the military power rating and I have doubts that this is ever going to change. It might be hard to program it as being based on the ships themselves (as these are actually the carriers of military power) because they can move, their speed and range can also change dynamically. Looking at the map, recognizing certain territories and using that to make strategic decision is a huge player advantage. Compared to this, most AI decisions look rather randomly + gener
Heyho, Found 3 typos in InvTactics.xml: Terror Drones Terror Drones are nearly sentient machines that patrol alongside our soldiers. They greatly magnify the combat strength of our troops. We estimate an increase in 20% soldier effi e </s
Well hello and thanks for this mod, I like your shipsdesigns and the new graphics alot. Nevertheless, there are some quite problematic features. First off, negative bonuses in the "abilities" tab when setting up a new game don't work in GC2. Because, unlike MoO2, GC2 will allow you negative points. Which means that a player could select all major negative techs initially giving him a boatload of distribution points, then allocating them to all important abilities, and once 0
[quote who="marigoldran" reply="31" id="3587938"] The 0% number was an exaggeration. The point is that with super breeder the goal is to keep taxes low for periods of time followed by high taxes for periods of time. What the exact levels are depends on the custom race you're using. It gets sort of weird because on one hand you want to expand as much as possible to get the benefits of super breeder. Unfortunately if you expand too much you bankrupt yourse
[quote who="marigoldran" reply="23" id="3587771"] If you guys think my post style is childish and immature, so what? I don't know who you are, and you don't know who am I . Why should I care what you think of me personally? Do we know each other in real life? Consequently, your opinions of my posting style are unimportant. Consequently I will do as I wish. As long as I do not insult you personally (which I have not done), and keep my statements grounded in fact,
[quote who="marigoldran" reply="19" id="3587686"] I think you had to research trade to get freighters, right? There were better things to research as I recall. [/quote] Getting trade was fairly easy as it is an early tech whose prereqs were very low in cost and totally necessary if you wanted to speak to the AI, besides you also got several other bonuses and abilities (like Econ Cap improvement...) or you simply took it from the Korx. Besides, your (vali
[quote who="marigoldran" reply="14" id="3587591"]Gal Civ III gives away economic bonuses like an evil step mother handing out apples. Makes the game boring, and repetitive. That's the main point behind the thread. All other considerations are unimportant and secondary. It's quite clear you've missed the main point behind this thread. [/quote] Judging from your others threads the only thing you really found interesting is finding exploits, then
[quote who="Frogboy" reply="9" id="3586856"] When we do replace the per planet production wheel, we're not going to just take it out and not put something 3else there. Instead, you'll have a system that will allow you to emphasize a particular focus for the planet. It won't command your citizens to all go work in factories. Rather, it'll be more like providing subsidies to citizens who choose to work in factories or labs or what have you. [/quote] What would
[quote who="Lord_of_Void" reply="9" id="3585050"] Removal of the wheel is a wise decision and they promised there will be something else instead (maybe on civ level like in GC2) It has been stated several times that this game is not about micro-MGMT, but about CIV level decisions - that is the main argument against a tactical combat simulation part as well so why have a feature to have literally unlimited options to configure each planet to? [/quote] In GC2 the
I'm not afraid of any synthetic intelligence or consciousness as long as the developers don't map feelings into it or give it a body that can experience frustration. The aforementioned rape, murder etc pp all happen because of strictly emotional reasons - this has nothing whatsoever to do that these criminal activities are based on intelligence. It's more or less an absence of it via a loss of self-control. Of course this is just a very big generalization as there are much
[quote who="Empress_Fujiko" reply="6" id="3579680"] If it ignores enemies too, why is it called "guard"? [/quote] Because if it wouldn't you could lure that ship away. Let's say you want a ship to guard a specific spot, if that ship would fly off to attack a close enemy it would run into the risk of not getting back in one turn, leaving the spot exposed to be attacked or taken by others. Nevertheless, both options are sub-optimal at best. What we need
Yep, it's mostly the influence dilemma that prevents being able to ally with anyone; esp. on maps with close planets. Nevertheless, you could always try to conquer or eradicate those that are unwilling^^. No idea really when you got that influence-penalty hit, but I think it's rather situational and might also be influenced by AI personality and/or their abilities to thwart off alien influence... Militaristic means that this specific race considers conquering others and that t
I know full well what you're intended to say, that the game cannot utulize more than +2GB RAM. And it was me who tested it out by trying to produce as many ships as possible. But no normal game will see that many ships, that means that you'll never encounter any RAM issues when playing a normal unless you are using a high gfx mod when playing zoomed in. In other words, to patch the .exe is most likely unnecessary...
If you're having RAM issues you could always dumb down video options a bit. On minimal settings in a gigantic all-abundant galaxy you can have up to 95.000 ships before the RAM limitation kicks in.
Courage gives your ships/fleets an extra amount of attack if the enemy fleet is stronger. How exactly it works is unknown to me but you can see this in some of the game logs. The tooltip description that says that it will give extra soldiering or respect might be not accurate - at least, there's no way of confirming these bonuses in game. In sjort, if you decide to play a game at a difficult setting (where you might be behind in military stuff or else) it might be wise to drop a p
In GC2 shiptemplates could hold functional modules - however, only for their outward design, they were actually without function (*). So, essentially, one could use all available mods - functional or not - to make a design without any limitation whatsoever. That this is not possible right now because of blablabla is just a lame excuse - the game could simply be coded to work like the prequel did and that would be the best solution, and given the fact that the code already exists it sh