This looks like a case of the "Dread Lords cause CTD" bug that appeared in TOA. For some reason, they occasionally show up with a nonexistent ship, which causes the game to crash on the next turn or when it's selected.
qrtxian
[quote who="Tolmekian" reply="77" id="2995941"]Beyond that, I think Brad or another poster here commented once that you should play the campaigns with their respective games.[/quote] Correct - while I don't know how much of a difference it makes to play the DA campaign on TA, playing the original Dread Lords campaign on either expansion causes a great deal of bugs and general balance issues (mostly related to the revamped combat system). Mods do affect the campaig
I find Drengin on 8 to be extremely powerful - generally, I put races whose natural personality tends to be aggressive on 8.
Here is yet another Terran design (actually, it's the Arcean ship style, but there's not much difference here). I'm still less than pleased with some of the proportions here, but if you don't look too closely it's a pretty nice ship. <img src="http://i1230.photobucket.com/albums/ee492/qrtxian/GC2TA_SystemsAlliance_1315633938.
[quote who="irrevenant" reply="4" id="2993982"](I really had hoped for some juicy Dread Lord ones, too...) [/quote] I'm fairly certain that spies can't steal from minor races, which is what the Dread Lords technically are.
Oh, good, somebody's reading this thing. ("KUTGW"?) Continuing... Part 2: Allying with the aliens Following the Great Spy Infestation, my space looked something like this - as you can see, not much had changed. The Korx, Iconians, and I all shared the "Carinoids Cluster" to the south. I had also begun
I'm still reading it, but so few people post in the AAR forum these days that I haven't felt like posting a response longer then "mmkay, good stuff", which isn't a terribly helpful response.
Same here. Not sure what you're asking.
Well, I for one have always been of the opinion that sandbox mode is the heart of the game. Campaigns - original or custom - are a fun diversion, but they're not the main attraction, and the game doesn't really have the tools (IMO) to make particularly good custom campaigns. What I would like to see, though, are more things along the lines of the "Tournament Scenarios" or whatever they were called in TOA - standalone "mission" type scenarios that are mu
Perhaps my favorite is from one of the first games I ever played. I was the Iconians, and I had come out pretty badly in the race for planets and resources, so I decided to make up for it by taking them from my archenemies the Yor. They had no military at all, so I upgraded a spare constructor to a transport, used a couple of stock ships to blow away the unarmed Yor Scouts in orbit, and invaded Iconia. Unfortunately, for some reason I'm not sure of now, I hadn't realiz
Yes, you can disable the "super race". No, you cannot disable the Arnorian Rangers. However, one possibility that occurs to me is modding the GC2Ships file, which stores all the game's premade ships, including the Ranger. Having never tried it, I don't know if it would work, but you could possibly mod the Ranger's file in order to make it as weak as you wanted - if this worked, the event will still occur, but the ship would no longer be a game-breaker.
[quote who="Sole Soul" reply="3" id="2992396"]Way too long to have any effect under most circumstances, really.[/quote] I disagree - in the vast majority of my games (on TA, anyway, which is the only one to feature the actual Arnorian Ranger design - the Rangers of DA and DL weren't that tough), 5 years in is much too soon for anyone to come near to matching the Ranger's technology. It still has a big impact. You're correct, however, that the "race becomes super-po
That's a shame to hear - this series notably improved from the beginning, and this one in particular was quite a good read. As this was a fanfiction and not an actual AAR, can you tell us anything where you were planning to go with the story from here?
It should be noted that a lot of what you're complaining about - like the random events - cannot actually be modded.
Well, if you're interested in "unusual" civilizations, I just created a "super minor race" that were effectively Dread Lords you could talk to - they couldn't colonize, but they had access to all technologies in their tech tree. It should be interesting to see how things go for them (I haven't used them yet except to make sure that the modding actually worked). Depending on how this goes, I may try and create more "oddball" minor civilizations that can shake things up, whi
So, I'm in the middle of a game on TOA that has been one of the most interesting I've had in some time, especially in the way my allies and enemies have been repeatedly shaken up, unlike a normal game where diplomatic relations are frequently static overall. It's not over yet, but it will be soon, so this is technically not an After Action Report. There isn't really going to be any story here, as that tends to make writing these things take much longer and wou
Well, it's extraordinarily unlikely to happen. GalCiv 2 may never be updated again, and if it is, it will likely be to fix bugs and make minor tweaks - not add a new mechanic, even a relatively small one like that.
Also, on DA and TA, anomalies regenerate after a while, so keeping survey ships around isn't exactly a waste.
I also think that a vote isn't necessary this time.
If I recall correctly, the current status is that it probably will be made, but it's certainly not be worked on and there are no plans to do so in the near future.
Just so you know, the scenario (Unlimited Power) doesn't actually give you unlimited logistics. Just much, much bigger logistics then normal. This still produces some big huge battles, but I saw at least one person complain about this, so I figured it was worth remarking. Also, you have to play as the Drengin, and there's Dread Lords present who will use fleets. Both those elements can be modded away, though, if you feel like it.
This sounds interesting but confusing. Can you explain again exactly what it is?
Er... the viewscreen portraits are only supposed to be animated when talking/trading with other races. The ones on the diplomacy window and race setup screens have never been animated. I'm not sure I understood what the problem is. Edit: Unless you're saying that things like first contact messages (when they talk to you on the main map) aren't animated?
Given the apparent prevalence of mass driver weapons in the galaxy, I would like to formally propose that we place a high priority on the research of armor technologies. I recommend that we begin research on such technologies as soon as we complete our current effort to develop Research Academies. Advanced Aquatic Colonization is best obtained through the proposed trade with the Torians. Besides that, I have nothing else to say.
Based off of my own games, I'm beginning to suspect that events featuring the appearance of a new race of any sort - Vegans, Dread Lords, Jagged Knife, I-League, whatever - relate to how many minor races are in a game. They seem far more common the fewer there are. As all of them (even the Dread Lords) are technically minor races, it's possible that the game may have a limit on how many minors can be in play at any time, so that if you're playing with the full 8, new races can'