[quote who="MacModder" reply="16" id="2919973"]Looking forward to this...[/quote] You may not have much to look forward to. It hasn't been updated for 4 months.
qrtxian
[quote who="Tolmekian" reply="4" id="2919400"]The I-League and Fundamentalists were awesome in GC1. [/quote] Well, in this game at least the I-League is still pretty awesome. They have a nice homeworld and one of their Iconian planets was a well-developed class 16, so they've been building up quite well. No more defections so far - the average galactic approval is in the 50-60 percent range, so it's probably unlikely. They've been flying under the radar, too, which ha
[quote who="Drengin" reply="1" id="2917813"]The I-League event is a real ball buster as you can end up losing many planets to them when it spawns. Last time i got lucky and only lost 3 but i have lost up to 20 before LOL [/quote] So you have encountered the I-League stealing planets like this before? Or are you talking about the Jagged Knife (who, incidentally, also showed up this game)? Was there any pattern (low approval, low population) to the planets that wen
Did I miss something, or is this more of a preview then an actual update? Incidentally, my question from before still stands - whatever happened to "Bruce" the Yor?
Until recently, I always thought the I-League were basically a glorified "pop-up" minor race along the lines of the Vegans. I know in GalCiv 1, they were much more interesting, but I had assumed that was one of the things lost with the nerfage of minors in GalCiv 2. Then I fired up a game of TOA and saw this: This was one of three different Iconian systems tha
Double post - delete this.
[quote who="MarvinKosh" reply="54" id="2916665"]As long as the AI knows what it's doing when it's giving orders. Otherwise humans will find all sorts of ways to exploit the AI behaviour that weren't there before.[/quote] And this is why I tend to be against the idea. The Twilight AI, bugs aside, is still probably the best I've ever seen for this genre of game - yet people can still obviously find exploits in it. A tactical combat AI, assuming that it didn't d
No. However, you may be interested in looking into the "hot seat" cheat discussed in this thread. It's the closest thing you can get, even if it's not perfect.
Yeah, that would be nice. Particularly for minor races, as right now you're going to have to wipe them out eventually just to stop the other guys from conquering them themselves. Although it is possible to get a badly-off minor race to trade you their homeworld, so war isn't the only option. But there's still no way for them to survive to the end of the game unless you do a lot of modding.
There's plenty of threads on how to fight these guys out there. Three tips off the top of my head: Build lots of starbases as bait - the Dread Lords, for some reason, zero in on them. It's a good way to lure them away from more important things. Avoid a straight up fight when at all possible. Target their transports and defenders, but run from everything else. Conquering their planets isn't that hard, and it's all you need to do to defeat
The library is apparently much less common, but I'm not sure which is strictly better, per se.
Go for it. I mentioned before I'm not into "roleplaying" and I haven't really tried to do it in the thread, other then trying to avoid contractions. However, I very much am into roleplaying my civilization in games, and I wholeheartedly support trying to live up to the ideals of the Initiative even it gets us into trouble. Although if the Thalans go after the minor races, I'll be advocating throwing them under the bus. Right now the Thalans are just too qllx'i
The ship style templates are really for the AI. You can build whatever ships you want to - it's the AI that needs specific hull designs set out for it. As for changing the starting ships, that takes an extensive bit of modding. I'm going to have to go find a post about it, as I don't know how to do it myself.
It's a known bug, although possibly deliberate. The premade ships have a number of non-functional components that are there just for visuals. They have no actual gameplay effect.
[quote]I mostly play TotA but I'm pretty sure that's how it works in DL too.[/quote] Nope - no treaties in DL at all. They were introduced with DA.
I've seen the vanishing menu before. I can get rid of it by refreshing the page, but I can't be sure that'll work for you. Give it a try anyway, though.
Yes, except the Korx - it appears that race personality 7 (Drengin, Yor, and Korath) is designed to demand tribute more then other AIs, although they'll all do it if you're weak enough.
[quote]Relation factor, called "Too Militaristic" is what you get than, which is negative for the relationship.[/quote] That's incorrect. The " - Militaristic" relation penalty refers to the other race, not you - it means they're militaristic and are harder to work with. It may be random, or it may refer to that race's planned strategy (conquest) - but there's not much you can do about either way. It has nothing to do with how militaristic you are, though.
I have to ask - just how long has this Torian war been going on, anyway? As I recall, it broke out in one of your first posts and has continued ever since. I don't know about game time, but in post space it's certainly surpassed anything in "The General and the President", except for possibly the Dread Lords conflict. Looks like the tide may be starting to turn, though...
Bump. Is there any way to pin this in place of the previous year's thread?
Um, obviously yes - you can't reuse existing ship design names. I'm not sure I understood the question, though: If you meant "Do I give them actual names instead of something like Fast Medium Ship m1 " - well, that depends on how creative I'm feeling that game. If you meant "Do I name individual ships", that's a long post I won't go into until I'm sure that's what you meant.
I really need to catch up on reading this, so I can't really post a review. However, on an unrelated note: Chancellor Maximus, what's with that weird link in your post?
I'm not planning on downloading the mod (having worked on my own revamped tech trees), but out of curiosity, did you also disable the ultimate weapons in the Dread Lords tech tree? After all, the Dread Lords are supposed to be obscenely powerful, and also play quite a bit differently from the conventional races. In my experience they're hardly unbeatable even with fairly low-tech weapons: I'm holding my own against two different sets of them on the Milky Way map with no more than tie
[quote who="Snarkotamus" reply="1" id="2906889"]The problem is 2.03. Stick with 2.02.[/quote] Seriously? Version 2.03 kills the game? ... I suppose it's a good thing I never downloaded it, then.
Apologies for the necropost, but it was a real shame this one died off - it was probably my favorite of the stories based off of the campaign. Bonus points for integrating the Shivans so well - I normally hate crossover-y gimmicks like that. Ah, well.