[quote who="OShee" reply="759" id="3511348"] Concerning ability costs. I've been rethinking them a little bit and come up with a new set of values. Instead of 10 you get 100 points to spend. [/quote] Not a huge fan of that -- I kind of liked the 10 point system better. But its a minor quibble more rooted in laziness than anything else, lets see how it works out. [quote who="MabusAltarn" reply="760" id="3511353"] Influence % Points %PP
SilasOfBorg
Alright Mabus, looking forward to it! Looking over the values once more, I think I missed Trade. We may as well apply the pattern here too, and maybe give people who want to be super DUPER traders the option (if you think that's a good idea): Ability costs / % benefit / %PP 1 25 25.0 2 45 22.5 4 80 20.0 7 125 17.8 I'm not actually sure anyone would pick t
Hmm. I see your point, Mabus. The old values do (mostly!) makes sense if you look at it from the perspective of diminishing returns. But that's a design choice , not a rule -- though in real life that does seem to be a rule of thumb. That said, it's a choice I can get behind, because it will make players agonize over specialization. Instead of automatically sinking as many points as they ca
The econ and morale values were originally changed because the value-per-point-deltas were skewed such that there was an "optimal" choice, and you got less value for your picks if you didn't pick that optimal choice (4 points into econ and 1 into morale). This was quite rightly regarded as silly. As for the new values.. lets do some math shall we. The numbers are funny because of the tax breakpoints but lets look at what +30 morale gets you in terms o
Short version: the Drengin kicked my ass. Slightly longer version: despite Arcaen, War Party, and Even More Weapons (I think I had +40% modifier!), the Dregin outclassed me at every turn, even in ship HP -- which was particularly embarassing as the Arcaen. I fought the good fight but lost around a third of my worlds, at which point the Korx *and* the Krynn decided I needed to die. I think the Drath might have been respo
CU v5 impressions, "Knife Fight" test (Large, 10 civs, Occasional stars, Abu/Abu planets, no tech trading). 66 turns in. I am seeing a lot more initial fighters with actual weapons. Only the Drath have build 0-attack "defenders", which served well enough to protect their worlds from transports if nothing else; but in the last couple turns they started popping out some 0-0-3 fighters so it was only a very short window. All the other civ
[quote who="MabusAltarn" reply="731" id="3510736"] at this point I wouldn't know what to change. [/quote] Good! So let's not change anything and let it sit for a while(*). Thanks again to Mabus and everyone else for the hard work, lets sit down and actually play a game or two of GalCiv2, Special AwesomeSauce CU version! Oh, I am hereby anointing the version Mabus posted in 731 as CU v5. It has changed significantly
[quote who="MabusAltarn" reply="729" id="3510677"] QUESTIONs Drath changes. In our out? Planetary Invasion unlocked by Space Weapons. In or out? Space Defense unlocked by Space Weapons. In or out? Military Starbases as Industry to keep research costs down. Good or bad idea? Military Starbases unlocked by Space Weapons. In or out? -25 Espionage. Good. Bad. Does it need a higher value? Korx colonization after espionage change. Better. Same. Wors
Hmm. Is there some way of working around the "need the senate to declare war" thing? The Drengin would have none of that foolishness. For the Yor, I'm ok with requiring senate approval; if they "turn on" distributed planning, then they need distributed agreement on the best course of action. edit: nvm, I've worked it in. edit the second: I wish there was a way to make these race-specific (from Engli
Corrected for grammar, structure, and readability. Hopefully I kept the "taste" of OShee's ideas, which were delicious. Administrative Slaveling Theory Research into specialized slavelings. For hundreds of years, the [YOURSHORTCIVNAME] have used genetic engineering to improve our workforce. 
I'll give the new Drath a shot this evening. [quote who="MabusAltarn" reply="718" id="3510603"] Thalans on normal Attack/Defense modules. Stay or go? If you vote go, present an alternative that isn't overpowered. [/quote] Stay, but bring back a moderate Hyperion attack. Hear me out: IMHO we need to fall somewhere between the vanilla Thalan (which, recall, is "only" 24/24/24 def) and Guanathor's god-tier modules.<
[quote who="MabusAltarn" reply="706" id="3510553"] 2) "We suffered, we recovered and now there will be hell to pay." [/quote] I like. Their SA cannot in any way, shape or form be considered "good": Species A: "Hi Species B, you're pretty cool." Species B: "Right back at you, Species A! Let's trade and have cultural exchanges!" Species A: "DIE Species B! Your d
[quote who="MabusAltarn" reply="678" id="3510423"] TidesOfCleansing: -changed Cost from 3000 to 1500 to 300 [/quote] I assume this is a typo. I like the changes to X-Col tech. It feels more reasonable that the big technological "hump" would be getting anyone to survive at all. Helping the AI deal with the "useless planet" syndrome is of course good too! I think the change to Mercantile, and in general away from Espionage% to Purchase No
I knew I shouldn't have stayed up so late writing the Yor stuff. [quote who="Maiden666" reply="668" id="3510369"] Ummm actually the Governmental Forms greatest bonus is the +10% +20% +40% economy. [/quote] /facepalm I totally forgot about the inherent econ bonuses to the government techs. Maybe cut the ones I suggested in half. Maiden? You have a better handle on the numbers than I do, I was more inter
Ooh, I like where you are going with those Oshee. Let me give those a try. I am a native English speaker, and computer geek to boot, lets see what I can do: Interstellar Collective Allows us to begin researching advanced types of governments. We do not recognize a 'government' as most organic spec
Ok. I went back and checked the original CU v4: HyperionStarbases 141 230 176</DefArm
I've started a new test game with the latest CU patch. What's the fuss over the Thalan SB changes? In unmodded Twilight they don't seem to have particularly powerful early SBs. [e digicons]o_O[/e] I'm confused. I'm all for more "delicate" SBs, in any case. The AI *does* tend to hit them, and it really hasn't taken much effort in the past to make them huge resource sinks. The AI can only spend
[quote who="MabusAltarn" reply="647" id="3510234"] Thanks. Stardock has repeatedly stated that to their regret they can no longer combile the code because their new development environment isn't compatible. My goal was to give them a work around to this perdicament. That is now over and done with. [/quote] Oh. Shit. I hadn't been following closely enough to know that. In which case, I think they'll welcome a bi
Bug report: In my playtest, both the Korx and Drath have declared war on me with a blank message. I had no idea they'd even declared until I saw the GNN message. This had not happened in earlier builds of the CU (and trust me, I was on the pointy end of a lot of war declarations). I'm not sure what's up. I checked the conversations XML and each of the DECLARE_WAR topics I checked (_ON_PLAYER, _TO_DEFEND_FRIEND, _TO_STOPAGGR
I have a thought about the executable changes. Mabus, you are essentially reverse engineering. I'm pretty sure Frogboy/Stardock won't want a binary executable patch as part of any mod -- it will be broken by any future official patch, for one thing. Correct me if I'm wrong, but you're essentially doing two things with the binary modifications: 1) bugfix the AIP settings (when choosing an AI personality), and
[quote who="Maiden666" reply="622" id="3509878"]But only the starting buildings get deleted, all others will stay. Weak buildings get destroyed, strong ones can stay [e digicons]:rofl:[/e] [/quote] Interesting. I haven't had a look at the minor's tech trees in any detail. [quote who="Maiden666" reply="622" id="3509878"]You actually can't trade for their ships, so everyhing MP related is lost. So what better as to keep their social queue busy? Mor
[quote who="MabusAltarn" reply="612" id="3509815"] Can someone please tell me why the Minor techtree is filled with unique tech only available for minors? I'm not sure what the reasonining was behind this desicion and I'd like to know. [/quote] I can't recall exactly where this was discussed, but I think Guanathor had two objectives: 1. give the minors a bit of a boost, and 2. make them a less profitable/unbalancing early g
[quote who="MarvinKosh" reply="609" id="3509791"] I did a live stream of a playthrough of today's build. Didn't get too far along, but the archived broadcast is here , [/quote] Hey Marvin, Skimmed through your livestream. Couple of questions/comments: * why do you clear the AI abilities (and your own) before you start the game? Does the AI not pick well? *
Ok, I can see with your latest update that it is back to 500. One of your more recent updates did have it at 250. Weird. The description in GCTypes.xml could use a little love, though: Colony Module Each colony module <stron