I've had my ally apparently make peace for me at times. It's rare, and more commonly they sign a separate peace, but it does happen.
qrtxian
[quote]I've read some topics in these forums about how the AI in TotA is buggy or broken. I have to say from my experience that, unfortunately, not only do I agree with that opinion, but I'd go as far as to say the whole expansion is off-centre. I certainly welcome some of the graphical additions, but almost everything else from the new tech trees to the updated AI puts almost the entire experience off-kilter when compared to DA.[/quote] I'm not quite sure what you mean by
[quote who="enoeraew37" reply="13" id="2966852"]What file should we be going in to mod these race personalities ? Does Korath from 7 to 8 stop them from using spore ships? I modded the raceconfig file and now in game it says all races are using "generic" under AI personality. what did I do wrong ?[/quote] The raceconfig file is the correct place to mod. As far as I can tell, switching the Korath off their original personality does prevent them from using spore ships. I found a
Here's an actual screenshot of what the "precursor artifact" mega event can do if left unchecked: At the time this was taken (1-2 game years ago), this was ranked as one of the top ten research planets in the galaxy, and it could churn out a very good frigate every two turns as well. I think this was about 3 years after the Yor got the event, and the effects were simp
Yet another Krynn ship: the Alora- class attack carrier. Here, I wanted a big, well-armed ship that was intended to draw enemy fire with its fleet modules. While not designed to be particularly realistic (as far as the conversation above goes), I did intend the big blue spiky things to be heat radiators. Basic view Top view <img src=
Just got back from vacation and saw the special report. Will there be more information following this? I assume so.
Firstly, TOA is the only expansion with non-functional AIs - DA and the original GalCiv 2 have no problems in that area. In addition to the AI problems, there are a large number of categorization problems in the new tech trees that results in poor AI research. Tolmekian's mod (mentioned above) and a few others fix the tech trees, but the only way to deal with the bad AIs (7 and 10 - 8 is not really flawed per se, it just operates differently) is to switch them to one of the functional AIs
That's correct - you can have only one attack/defense module and one speed module on any given design, but you can have both an attack/defense module and a speed module on the same ship.
You don't need to use text editing. The point of the "custom ship style" is to make the AI use the custom designs. You can design your ships in play, and as long as you save them as templates, you'll be able to constantly reuse the basic design. I don't see the problem here. Edit: You do need to mod in order to alter the designs of your starting ships, but you would need to do that with the custom ship style designer too.
Any plans to resume this in the near future?
You'll have to ask or check around for the full story on targeting equations, but unarmed ships are always targeted last. Unless you put weapons on the ship that has the warp bubble, the enemy will ignore it.
[quote who="Publius of NV" reply="4" id="2962673"]One trick I like to use is to place a constructor next to every mining starbase owned by some other civilization. Eventually they'll go to war and either the starbase will be destroyed or the civilization will be destroyed, and then I can grab the resource.[/quote] Wouldn't the constructor maintenance be a nightmare, though?
[quote who="Teutorix" reply="3" id="2962074"]I tried the raceconfig.xml penalty but it didnt seem to make any big difference, ToA btw if that makes a difference.[/quote] How large a penalty did you give? I find -150 good for my purposes.
Alternatively, you can simply mod the raceconfig file to give each race the penalty.
[quote who="TBSfan" reply="4" id="2961344"]*Hijacks thread* Is it possible to edit an existing ship design instead of starting from scratch? I hate having to reconstruct a ship from scratch every time i want to switch out obsolete thrusters with newer ones.[/quote] Yes: uncheck the "remove existing ship components" (or something like that) option in Game Options. I honestly don't know why having that checked is the default setting.
War was beginning The second half of 2228 saw the first wars break out, as someone paid the Torians to attack several races. http://i1230.photobucket.com/albums/ee492/qrtxian/GC2TA_Vegans_1308619353.jpg http://i1230.photobucket.com/albums/ee492/qrtxian/GC2TA_Vegans_1308619240
I've never posted my mod anywhere - it's along the same basic lines as some of the ones that have been released, but except for the colonizing minors (which I didn't post either, but I did give instructions for reproducing) I've never released it in any way. You must be thinking of Tolmekian's or MarvinKosh's mods. I will provide a more detailed summary of the events leading to the current point in this test sometime tomorrow. No, really, this time I mean it.</
I know there's not a lot of people who still regularly post on these forums, but I decided to go ahead and start an all-purpose thread to discuss one of my personal favorite aspects of this game: the random events (by which I mean mega events and their "ordinary" relatives, not the ethical random events). Feel free to post your favorite and least favorite random events, experiences you've had with them, whatever.
Holy necropost, Batman!
Good read. Check out the AAR forum (where this should have been posted) for many more reports. The more recent ones tend to be story-style, but if you don't like that there's plenty of more technical AARs farther back in the archives. It's not a very active forum now, sadly.
This was the very last ship I designed before I created my own version of Kryo's Hull Mod. Kind of ugly, but that was sort of the point - my personal Krynn design ethic is not very streamlined or attractive to humans, but hey, aliens think differently. The Wrath of God class battlecruiser
Whoa, an update!
[quote who="jakecaptiva" reply="7" id="2959903"]So the basic jist I'm getting is Defense can work early game, but end game its almost usless. I'm going to actually try and finish my current game this time or at least get to end tech to check it out. One reason for my obsession with defense is its realative cost in research to weapons techs in TA. Its much much quicker to research defense. And I usually always align with Good, and get the defensive techs that go with it
Do you have mega events enabled? This is one occasion where it sounds like having the Jagged Knife show up would be more blessing then curse. Otherwise, I should note that a civilization whose allies go to war is not obligated to join in. It can happen in GalCiv 1 , but I've never seen it occur in this game. If you attack the Krynn, the other guys will almost certainly stay out of it. If you go for the peaceful tactic, the best approach is to influence-bomb
Who are your allies? I would probably go for a diplomatic victory here, especially since winning an influence victory in an immense galaxy is nigh-impossible to begin with.