Many changes in FlavorText.XML so far. I take it that this construct indicates optional values? '[PlanetName] is a beautiful place to live. [EmpireName] really knows how to treat its citizens.' #'I can't imagine a more wonderful planet than [PlanetName]. Living here is a dream come true!' #'It's perfect here on [PlanetName]... I couldn't be happier!' ...</li
DMF
Yes, the tech tree has reverted to much closer to 2.04 and lost some features that I liked, such as requiring Logistics to advance in the Hulls tree. But I'll reserve judgement until I've played a couple of games. The Starbase Fortification changes are subsequent to a long series of discussions on SB defenses. There are loud voices that want to avoid "invincible starbases". IMO if you've put in the research and production to make your SBs competitive with
Not the smoothest transition, is it? Yes, after 2.04 there is 2.20, which is essentially the Community Update database with a few bug fixes from Stardock, all wrapped up in a full-game release. It changes only Twilight; the others are unchanged. Are your latest Dread Lord (original) and Dark Avatar chapters in the same base directory as Twilight? (E.g. in Program Files\Stardock\GalCiv ?) In the meantime, play Twilight 2.04.&nbs
When you go to your account page, can you log in successfully? (I'd guess not.) IIRC, there is phone support from Stardock. I think that's your best bet at this point.
Okay, found a workable solution. Edit PREFS.INI directly to specify a mods folder. This isn't a complete solution because the game engine still doesn't see the available mods folders for its list, even the folder that is currently selected. Further, in many cases it displays ModDescription.xml only for the currently selected mod. That file for the supposedly available mods is just ignored. This may be an issue with Twilight and not with
Okay, I got it installed, but IMO the thing is still broken . I changed the name of the Autumn Twilight folder in GC2.20\Mods. It's likely that AT was the last mod I actually used. Restart. Suddenly the game is showing me GC2.20\ Twilight \Mods\Default. GC2.20\Twilight\Mods\ doesn't even exist! So I made one, unzipped the CU mod into a Default folder, and now it loads the mod.
Okay, why can't I install the new version? As per the ReadME with the mod, I created a Mods folder in GC2.20\Twilight. The program doesn't see it. Instead, it shows me the contents of GC2.20\Mods. So I move the mod to GC2.20\Mods. It still doesn't see it. I change a couple things in the mods that it does see (e.g. Autumn Twilight). It doesn't see those changes. Deleted PREF
Apart from the fact that noone would still keep on installing outdated modules if better ones are available, but even if there were some obscure reasons to must have all of them at large - you wouldn't begin with the weak ones... Wait, didn't you just warn about reverting to real-world logic? This is a model . Forcing a new build to start with older, weaker modules models a state of partial completion. Huge modules don'
The Eyes of the Universe got a slight reduction to its Sensor bonus (6 to 5), but has its AbilityFactor back in exchange (+20%). Which accomplishes exactly what? I'd still go for Eyes regardless of how cheap/effective sensor-modules are simply because an increase to base-sensors also applies to starbases and esp. planets. With the current outlet if you just have 10 starbases you'll need to invest 4
Quick reply as I've got to run right now. 'New' weapon animations: I love the new Doom Ray. I didn't note other new effects, which means that I at the very least didn't find them objectionable. Several improvements got additional bonuses assigned to them in the CU. I'm wondering whether we can remove any of them. Specifically: the econ-bonus of the Festival of
Sometimes that happened, but it didn't seem to be a significant problem, and I played Tolmekian's mod a lot. Re: Government Type vs. Alignment. I tagged all 12 text blocks. The program simply ignores the "Good" and "Evil" text blocks. If something is broken, it's not the labels. I'm with Maiden666 on this one. The Evil races are far too exploitative for a PQ bonus.</p
It depends on the context. Use "Human" when referring to the race, or as part of a name. Use "human" in casual references. If the text is that of non-human aliens, then "Human" may be appropriate since they would generally be using a race distinction. Not sure if increased PQ would be fitting for them because the desc states "Keep your planets green with an increased Planet Quality ability. Colonized planets will be nurtured and cared for
I've got a LOT of reading to do since y'all have been working so hard over the past month, but I want to post something that I don't think is dependent on your recent work. I agree with the observation above that the Evil civs have been seriously nerfed with the latest changes. But rather than back out those changes, perhaps there's another way to look at things. The Evil civs generally have a low Planet Quality ability. In my experience with Drengin/
I'm baacckk.. [quote who="Maiden666" reply="1819" id="3650712"] Quoting DMF, reply 1815 Huh? What? Am I being volunteered? Yes, I'm in Texas. Glad to help. Would it be possible for you to proof-read and/or make up some descriptions for tec
Maybe DMF could help with this, according to his MV profile he's from the States. DMF what do you say? Gaunathor is strong on GC2 lore, and I could help with quantum mechanics + cosmology Huh? What? Am I being volunteered? Yes, I'm in Texas. Glad to help.
No. In the 2.20 version, most of the racial specific techs have been set as "No Trade". There are few juicy ones Weather Control but for the rest, you might stand a chance of stealing them, but don't hold your breath.
The only issue is that the techs are not showing the new tactics as something they unlock. AFAICT, that is the case with all Invasion Tactics. I did get Intimidation to work. Three problems in the entry: 1) Display Name has a period in it, 2) 'propaganda' is misspelled, 3) there is a space in the Tech Reqmt.
Icons for Invasion Tactics: Ah yes. Now I see them. All tactics have icons (except Intimidation which isn't working yet). Instead of trying to make it harder for the player to simply roll over them, why not make the player not want to kill the Minors in the first place? Good goal. I like to keep them around because they are stable trading partners. In the game I just played, Yo
There's an icon for these tactics? Where is it supposed to show up??? [Pardon me. I am interested in the particulars, but I'll read up on that last 12 pages of this discussion when I have a few fewer Margaritas in me.] Btw, I bought GCIII on the cheap (Steam sale) because the base game *should* run on Vista with DirectX 11. It downloads, installs, and tries to build, but goes out to Steam (WHY!?!) and never comes back.&nb
I was playing Drengin and did acquire Information Warfare, but I'm pretty sure I had to trade to get it. Marines is the go-to tactic for Drengin anyway. I tend to around for fun about once a year to see what everyone's doing, and I'm pretty sure I saw Terror Drones and Mech Warriors for the respective infidel races. (Some races really need the help in the rush phase. E.g. the Failure-to-Colonize bug is better, but is still with us.)</
Have you gotten the Intimidation invasion tactic to work? I have the Xeno Intimidation tech but it never shows up. Playing 2.20.
Here's another one: I trade for a Trade Good, then go to war with the owner of that Trade Good. Do I still get the benefit? It would seem so in the case of Gravity Accelerators, but I'm not so sure WRT Micro Repair Robots.
I'm bad. I club baby seals in my dreams. I'm so bad I make ebola look like Christmas dinner. [e digicons]}:)[/e] So why did I just get these saintly Arnorian ships dumped on me? They burn when I touch them...
I recall radio reports that Prince did in fact have prescriptions for what he took, but just took too much at once. The doctor has been suspended/ is under investigation, IIRC.
Others have done it. Try it.