[quote who="Sethai" reply="81" id="2850647"]btw, i personally think the AI would do better with a bunch of premade units. i don't think there's really enough variation in the system at the moment to warrant unit design.[/quote] I agree. Until more variety in equipment comes out, premades would reduce the risk of odd behavior in AI equipment. I have some suggestions on how to add some flavor to the game. Its incomplete (in a balance since). <a href
jecjackal
[quote]Anomalies: There are a lot of 'incremental advantage' sort of goodies in GalCiv that I feel might make sense and give us a lot more variety than the current 'PILE OF GOLD' 'OH LOOK ANOTHER PILE OF GOLD' 'MY GOODNESS IT'S A POINTY STICK, WE DON'T EVEN KNOW HOW TO MAKE THOSE' - like, 'You find a beautiful stone statue from before the cataclysm, still relatively intact and consign your peasants to return it to the nearest city. This should attract more visitors and migrants to our town. +
Those are two of the 4 "Kingdom" only allies. You spawn those resources when researching the "ally" techs in the diplomacy line. As empire, in the cooperation line you will see some techs that spawn darklings, devils, and two other things I cannot remember. Because you are Empire you cannot ever make use of the spider's nest.
[quote] And where can this .exe be found please ?[/quote] It was download from Frogboy's dropbox account. I don't have the link anymore because mIRC doesn't have a chat history, sorry. So I have a few more things to add about the new AI experience. First off I mistook Yithirl for Umber. Altar Very aggressive. conquered roslen and Kraxis. Aggressive Unit Designs: Alter will have extremely
I did try out one of the new binaries that Frogboy had posted. I have to see it is a very large improvement. Map Size: Medium World Difficulty: Normal AI Difficulty: Normal Number of AI: 9 (I was pariden, they were the other factions). So i ran into Yithril on about turn ~30. I normally would have attacked at this point but the leader had 7 att and 3 def at that poi
Nvm, I wasn't connecting to irc.stardock.com properly.
I tried connecting to #elemental using mIRC. I get the error unable to resolve server. Can someone help me connect to that channel? I"d really like to help with the AI testing. Thanks, Jec
Always trust the game over the manual. I've been playing since Beta 3 before the game has released and quite a bit has changed. (You used to have to be touching the resource node with your city....SPAGHETTI).
Could someone give me the IIRC chat channel/password? I would like to follow along since i'm on break form school (6 more months until i'm an engineer, yay).
The bonus Egalitarian could allow for more citizens to work. For example if we cut the current number of citizens down to 75% (so every 4 person was useless) Egalitarian could allow for 100% population utilization. I realize that there are more than 25% women in societies but some of them would either be already working, house keeping etc (think middle ages folks). If the population utilization went for 50-100%, the bonus would be too great. I do like the idea of the Ma
I tried this mod and I really like it. Combined with Kenta's Weapon mod and Heavefall's Expanded Factions mod, it really makes for a very enjoyable game. I do have one question though. Is the % of traps on goodie huts dependent on world difficulty? I had 4 traps in a row on ridiculous (almost killed Janusk lol).
Yea right now, the heavy armor IIRC only lowers dodge. While it should lower dodge considerably, I also agree about the 1 action per turn. The dodge penalty alone is not enough of a penalty to make lighter armors more viable. Honestly, who cares if I'm always hit if I take 0 damage?
384%! I feel violated.
[quote who="Glowing_Ember" reply="1" id="2848944"]Hmm totally different experience from me, i was thinking that the minor nations should be invulnerable and serve as a special shop for unusual things who will sell to anybody. Here's a question though, if you set the game up to play with 10 ai players will there be a minor faction ? I'm not even sure how many minors there are. do they retain there special shop status if they are taken over by someone els
[quote who="Werewindlefr" reply="10" id="2848786"]I'm not very fond of armor acting like a spaceship's shield. It feels totally artificial. I'd rather have a flat value + percent system (percent that could be determined from the differential between the weapon and the armor). Which would still allow for total damage avoidance in case the weapon is clearly outclassed, but wouldn't otherwise. The problem I can see with a minimum damage approach is that it could lend to an
[quote who="darklander0" reply="5" id="2848714"]Good post, good ideas. The one thing that does concern me is the strength of armor in EWOM 1.1. Currently a unit that has 20 or 30% greater defense than enemy has attack can defeat hordes of enemies without taking a scratch. So I would definitively go for defense penalty when an unit is flanked, furthermore I would propose than each non dodged attack when totally blocked by armor does one point of damage, with that mechanic, hordes of weaker cre
[quote]AI diplomacy is still broken. So you can declare war on a sngle faction multiple times in a single turn via the trade menu. Doing so can swell your coffers with gilder and materials whenever you find yourself running short. Its cheap, and obviously not working as entended, but totally doable. Also, this mean never declare war on another faction without 1st checking via diplomacy who will pay you the most to do so.[/quote] How does declearing war give you gildar?<
the tech is in the diplomacy line. I'm not sure which one (I only played empire in the beta so I can only confirm empire get diplomats).
try lowering the ground (to sea level) then raising it back
Magnar o Diabolical. Can convert resources to other resources. o Evil. Additional 10% penalty when fighting on opposing terrain. Read the manual. I realize some of it is out of date but wow I never remember this (check the talents to :)
[quote who="Aranneas" reply="1" id="2848534"]The type of serious combat overhaul you're talking about will result in a game of profoundly different character. Might I suggest that this be more appropriate as an idea for a modification, as opposed to a change to the base game?[/quote] I agree a mod could handle these changes if the APIs were available. I know frogboy said they were planning on releasing them but it would still be awhile.[quote who="Istari" reply="2" id="
For those who are not aware, Stardock made Gal Civ II. If you haven't played it, its worth checking out (and if you haven't a lot that i'm about to say won't make much sense). Combat Lets jump into the fun stuff. Combat in Gal Civ II was quite simple. each weapon on your ship rolled from 0 to N where N was the damage value of the weapon (Sound Familiar?). The defender would roll 0 to N of the defe
The bonus is listed in the "Details" Page of the planet. I see my 48% manufacturing bonus. I just wish this was in some way displayed upon the "Summery" page.
I just reviewed my last game as Yor. The psionic weapons occured 3-5 techs earlier than the most damaging weapon of each category. It took me 20 turns to bridge the gap between a psonic weapon and the end game weapon. The psionic weapon of course took about 3-4 turns to research and provides about a 33-50% damage bonus over the equivocal tech weapon (What you would use if you didn't have psionic). With that said, I do realize that a direct comparison of a "Black Hole Gu
[quote who="Frogboy" reply="27" id="2848376"]This is good stuff. I'll be posting some journals through the holidays on what I'm doing on this. I also plan to be on IRC some during the holiday for those of you who want to hang out (in the virtual sense) and chat about this stuff. I may even be able to pass some builds from my machine back and forth.[/quote] What is the channel/password for the IRC. The primary concern I have with t