qrtxian

qrtxian

Joined Member # 4042583
1 Posts 47 Replies 22,368 Reputation

[quote who="Galacticruler5000" reply="6" id="3081532"]If you dont redo the Yor, then please fix their viewscreen movies. i have a problem(possibly only on my system)where their trade movies flash white 3-5 times, then go solid white for 2 seconds and back to normal....anything would be helpful.[/quote] Maybe it's hanging slightly, but that's actually normal - the Yor "neutral" movie, and possibly the others, are supposed to flash occasionally.

11 Replies 31,227 Views

[quote who="Tolmekian" reply="226" id="3081462"]So much going on in here, but this is about the only thing for me to comment on. The hull modules were never changed or removed. In v2.1, all modules are back in just they way came in the original game. The only difference is that I modded the required techs to prevent the AI from researching them.[/quote] My point is that the AI can and will use HP modules - there's no need to disable them in any fashion.

722 Replies 1,788,328 Views

[quote who="Gaunathor" reply="224" id="3081160"]Depends somewhat on play style. I like to draw out my games for as long as I can. 12+ years are the rule for me, not the exception.[/quote] Artificially prolonging the game doesn't really count, though. I too like long games, but if I'm not deliberately drawing them out they'll rarely reach a decade.

722 Replies 1,788,328 Views

It's a combination of quite a few factors, but primarily 1) some extraordinarily protracted wars (this is the game I posted about a while before where the Arceans refused to surrender despite being at war with literally every other major race), 2) a Dread Lords Mega Event that actually caused a lot of trouble, and 3) two very powerful AIs - the Thalans and Altarians - who couldn't be easily conquered nor allied with. The Thalans have probably had it by this point, but I'm still no

722 Replies 1,788,328 Views

[quote who="Sole Soul" reply="220" id="3080817"]Any game that goes on that long (with the exception of when I found myself 531 million bc in debt due to a bug back in DA 1.7) is already won. I suppose in TA with Very Slow research one could make an argument for 12 years, but 15 or 16 is still unrealistic.[/quote] I have one game with Normal tech speed in TA that is currently in 2239 - year 13 - and is still at least a year from finishing. It can happen, though not usually (and maybe n

722 Replies 1,788,328 Views

[quote who="Tolmekian" reply="187" id="3072234"]I've considered this, but never done it. Please do, and let us know how it works. It would be cool to include a batch of templates with the mod so that the AI could use them. That would require a whole new round of optimization, though . . .[/quote] Also, has anyone tried this so far? It wouldn't be perfect - the AI wouldn't know how to use a "command ship" and so would likely build tons of these things - but it seems worth a

722 Replies 1,788,328 Views

[quote who="Gaunathor" reply="214" id="3080469"]The AI has to build them first, though, and you can't rely on it doing that even if you give it Expert Logistics.[/quote] Actually, in my experience you can - some seem to value it much higher then others, but in my experience all AIs will eventually build one if they live long enough after researching Expert Logistics. Generally, unless the structure itself is bugged, the AI will build any super/galactic improvement as long as they

722 Replies 1,788,328 Views

Part 11 - The Great Galactic War The first few news items as the week of April 8, 2233 began were mundane ones - a few alien accomplishments were built... Neither was much to worry about.

132 Replies 472,738 Views

Part 10: The Decline and Fall of the Drengin Empire (continued) The opening news report as 2233 began was more then a little alarming: The Torians continued their march towards galactic dominance over the crumbling remains of the Drengin Empire, with my spies reporting that the Krynn-Torian coalition had actually mounted a ground

132 Replies 472,738 Views

[quote who="Tolmekian" reply="11" id="3074524"]4) The Dread Lords are a strange phenom. They showed-up in my present game. I fill the planet with spies and kill-off the the DL's unarmed Scout. They keep rebuilding (slowly) the scout. They lost control of the Galaxy because they're dumb. Do they ever try to clear-out the spies? Or stop producing scouts? Where is the Dread in Dread Lords. The Dread Lords seem dumb because, quite frankly, they are. Their RaceConfig.xml entry i

19 Replies 20,508 Views

[quote who="Gaunathor" reply="173" id="3070091"]More tests with the Korx showed, that this was a common problem for them. They regularly preferred to build freighters at the expense of colony ships, even if they couldn't reach the other races, thereby lost the colony rush and the game. Apparently, they regarded trade a little to high now. So I began to tweak the numbers a little.[/quote] Ah, so that's the reason...

722 Replies 1,788,328 Views

From what I've seen, the Jagged Knife can actually do things if left unharmed long enough. I had one game where they stole only one of my planets, which was on the border with the hostile Drengin and Torians, so I decided to let them live as a "buffer state" of sorts. Eventually that grouping of their planets was largely overrun by the Torians, but before then they actually built freighters and sent them to me and the Thalans. (I was the Altarians, which suggests against the theo

27 Replies 35,814 Views

My thoughts on the issues at hand: In regard to the various research plans, I would suggest that the councilors may all be overestimating the Silcoid - even by the standards of minor races, their military does not seem advanced. While researching further weapons and defenses is no doubt important, I doubt there is any need to do it before formally declaring war. In contrast, declaring ourselves Neutral would bring immediate and needed benefits. I therefore recommend that we <

432 Replies 1,093,852 Views

[quote who="Gaunathor" reply="167" id="3068588"] I was talking about this one: http://www.i-mod-productions.com/downloads.php?do=file&id=171 [/quote] I know about that, but like you said, it's not for everyone - I was saying that, while it's not currently uploaded anywhere, I do have a mod that simply brings back all the missing dialogue, complete and without additions.

722 Replies 1,788,328 Views

[quote who="Gaunathor" reply="165" id="3068567"]- GC2_Conversations.xml and FlavorText.xml have a lot of errors, preventing text from showing up, dialog never appearing and a lot more. There is a mod already that's trying to fix this, but it isn't complete and the author added dialog of his own, which might not be for everyone. [/quote] Fixed this in my own mod, though it's not uploaded anywhere.

722 Replies 1,788,328 Views

Having encountered it several times, the Precursor Artifact mega event is not really as game-breaking as people seem to think, especially since it almost always happens to the race in last place.

25 Replies 24,471 Views