[quote who="MabusAltarn" reply="1080" id="3516549"] This confirms what I suspected. The AI will always build the "best" structure if it has the choice. Again, they didn't build a single factory and I suspect why. Maintenance. The Factory has 6 mp for 3 bc. The Basic Collective has 5 mp for 1 bc so in mp/cost terms it's superior. It seems the AI takes this into account when picking improvements. [/quote] I'm afraid this is both not true. B
Maiden666
Hello, you're asking alot of questions but I give it a try. First off, this game is totally different than MoO2 in many ways, so you basically have to learn alot. [quote]1.) The button at the bottom left has sliders for military/social/research. These affect my entire civilization. What are my options to instead control this for individual planets? It's very frustrating to not be able to optimize each planet's production. I know about
Unzip the Community Update-folder into the mods-directory of the games installation-folder, on my drive the path looks like this: C:\Program Files\Kalypso\GalCiv2Ultimate\Twilight\mods (if "mods" is not present create it manually) Start the game, go to Options and check "use mods" and select the Community Update as path. Kill the game, go to your MyGames-folder and delete all raceconfigxml files. Restart. Should be working fine then. PS: You don
[quote] cevarez on January 12, 2013 [/quote]
[quote who="MabusAltarn" reply="1067" id="3516291"] Non-Generics have about 15% mining. Imagine grabbing all of it and getting up to 50%, that's madness. Especially since unique factory tech is more powerful/cheaper/etc. [/quote] Please read my post again, as I've edited it in the time you've written this (I saw you already gave the info so I saw no need to repeat it) Well, if you don't count in the initial one generic have +20% mining, so combined we
[quote who="leiavoia" reply="1065" id="3516288"] It took me a while to figure out the mining starbase module issue. I'm sure other players might experience this as well. Is there a way to make these techs untradeable to non-generic-tech civs or otherwise hide them? [/quote] No, either untradeable to all or tradeable to all. [quote who="leiavoia" reply="1065" id="3516288"] Can the generic civs trade for, say, Collective Manufacturing from the Yor and stack on
[quote who="MabusAltarn" reply="1062" id="3516275"] This is completely intentional. You don't get access to Basic Space Construction when playing the Yor which unlocks the prerequisite modules required to build the starbase modules unlocked by Xeno Industrial theory, etc. The reason for this is that races that get unique industrial technology get unique starbase modules solely used by them and no one else can get them. Unique industrial tech tends to be more powerful and if you
[quote who="Frogboy" reply="1050" id="3516107"] Changes: (not tested) Torian and Iconian colony management improved so that they keep building improvements. [/quote] Tested & confirmed. Torians at 250 colonies have a starport everywhere and the only planets without a social queue are already outbuilt or show a single empty tile (probably from terraforming). Well done :)
[quote who="Frogboy" reply="1050" id="3516107"] Changes: (not tested) Fixed colonization bug that affected Drengin, Yor and Korath [/quote] Tested + confirmed. Absolutely fantastic!!! [quote who="Frogboy" reply="1050" id="3516107"] Changes: (not tested) Drengin will no longer build ships without weapons (this was actually done intentionally so that planets couldn't simply be invaded but I've made it so that the Drengin are too proud
[quote who="Bamdorf" reply="1054" id="3516155"]please hold the applause.[/quote] No, because you're right - this is a serious bug which is totally gamebreaking on tiny and small maps. I couldn't find anything helpful explaining the tourism-income so I made a few tests in order to compare numbers: Using Torians @ 0% influence from turn 2: Dreadlords: Tiny galaxy: Taxes: 34 bcs Tourism: 3 bcs Giga galaxy: Taxes: 34 bcs &n
Tiny cosmetic issue: The last 2 political parties show only 4 bonuses although they have 5. Is there a way to make that box 1 line bigger?
[quote who="MabusAltarn" reply="1022" id="3515215"] Added speed bonus akin to vanila. Get 10% weapon bonus Get -10% influence Get 15% Research 20% increased cost on Influence. They just don't work as a research species. Now they're the good guys with teeth like they were in vanilla. [/quote] The justification for the -20 weapons penalty is being SuperOrganizer. A negative weapons ability will basically decrease their early M
[quote who="OShee" reply="1006" id="3514529"] Drengin to Mind Control [/quote] They also get access to the Propaganda Machine which greatly increases the force of Influencer-Starbases.... which doesn't do much since the Drengin don't have access to the Influence-branch. A single +60 Influence is all that they can attach to their starbases. In my tests I haven't been able to flip a single planet via starbases using this, even when I picked all available influence-
[quote who="MabusAltarn" reply="993" id="3514196"] -Fixed techtree entry. [/quote] Mabus I've skipped v5.4.0 but in v5.4.1 the bug is still present: TerranRace_TechTree --> Terran_TechTree
[quote who="OShee" reply="989" id="3514170"] From what I can tell, Thalan got a lot more +SP/MP and +Research in their tech tree. Previously, they had no bonuses on their version of Planetary Improvements other then 10 economy, and no Military Production on their Space weapons/Militarization. No +Research from Hyper Mainframes and only 5 from Remedial Engineering. Overall they gained most - 10 SP, 40 MP, 20 Research. Others like Drengin or Korath also got more bonuses in their tree, but
This is how Thalans wreck their own game: (Medium abundant 65 turns, normal speed vs 5 AI) This is the day when Thalans finished research on tier1 facs. So far they can sustian their production even with espionage (without espionage 100% would be possible). They have ~800bcs in storage. After this week they build facs and research tier1 labs. After 3 months the rapidly increased maintena
[quote who="OShee" reply="986" id="3514124"] This will only magnify the problem of them having end game way too strong (it's not only early game). [/quote] How do you know this? Once one Planetary Invasion starts testplays either crashes the game or freezes it. And that's just the beginning of mid-game. [quote who="OShee" reply="986" id="3514124"] 2 maintenance is way to low [/quote] Well it's 3 bcs less than currently, although at
[quote who="OShee" reply="984" id="3514082"] Just make custom races worth 100 points, down from 150. Same issue happens with Torian - you can mimick all their stats with 15 extra Luck and still have 90 points left for spending, [/quote] Then there is absolutely no reason to make a Costum Race anymore. Custom Races only get the smallest amount of logistics and no other stats, so having more distribution points is justified - and it makes sense because it gives a player
I find that the Thalan racial penalties are too strong. Actually a CustomRace using the ThalanTree is stronger, and this shouldn't happen. According to Kryo the StockRaces are designed to be stronger than CustomRaces. The Thalan stats (including bonuses from techs & political party but without spending their distribution points) are: -35 Popgrowth +43 MP +33 SP +20 RP -30 Diplo +1 Sensors +40 Loyalty <
[quote who="Maiden666" reply="974" id="3514017"] The CustomRace tags aren't taken into the game - the overview screen stays blank - and seems to default to the unmodded one ("Please write a description for me!") once you select a techtree. Does anyone else encounter this issue? [/quote] I think I've found the error, there's a buggy line in the RaceConfig.xml under CustomRace: TerranRace_TechTree there is no TerranR
[quote who="abelisari" reply="975" id="3514020"] Before trying this mod, I played a little bit with Autumn Twilight mod. Is it possible that mod changed permanently some of the default races techs in my installation? [/quote] I doubt this. I've got this mod too and experienced never none of your problems. If you select the Terrans and click on the "clear" button below you should be given this screen: <img src="http://img5.fotos-hochladen.net/uploads/terra
[quote who="abelisari" reply="973" id="3513993"] The result of the test is that only some races can build the module; if it can help you, I can try all races to check exactly which ones are nerfed. [/quote] Works fine for me. You might have an issue with the mod itself. Could you go into the game and see if the specific starbase-module-techs are present? [quote who="MabusAltarn" reply="971" id="3513990"] If you made a custom race make sure you select Basic Space
[quote who="Maiden666" reply="944" id="3513781"] What about Planetary Defense? SporeSA obviously doesn't need soldiering as an offensive stat, but to make their core worlds harder to invade it could help.... [quote who="MabusAltarn" reply="952" id="3513847"] The Planetary Defense branch was recategorized to Planetary Defense for just that reason. Unfortunately AIP7 isn't fond of researching tech tagged as Defense. [/quote][/quote] What I tried to hint at is tha
[quote who="leiavoia" reply="958" id="3513886"] Okay, I don't get it. Can someone explain how the repair stat works, [/quote] First of all, repair that does come from a starbase works different than the repair that is racial. Starbase-repair simply gives you a fixed amount of HP every turn, in our case it's 1 HP. The % shown is a bug. Simply exchange it with HP then everything is right. Racial repair gives you a random amount of HP, the range fro
[quote who="leiavoia" reply="949" id="3513836"] Agreed. 20%. [/quote] Hmmm, are you aware that this would repair 20 HP/turn for each ship that is in the zone of influence for this starbase? If I make 2 or 3 MSB of this kind I could basically insta-repair even large hulls within 1 turn and if I get to lure foreign enemies into this array and defeat them lossless with a strong fleet, this fleet would be able to continuue in this forever because the array wil