Not quite sure I understood that - you mean I should put custom campaigns in the Twilight/Data/English/Campaigns folder for the game itself, not in a mod folder? I'll give it a try. Edit: It works! Thanks a million.
qrtxian
Continuing the request for more Korx/Altarian designs, here's two Korx ships. The Dominion of Korx exploration pod: A relatively early design, it was able to locate multiple anomalies that helped keep my struggling economy afloat. Several of them were later upgraded to this, the Korx Bouncer-class heavy fighter. <img src="http://s1230.photobu
More notes on the AIs: Before starting all this modding, the game was always dominated by the Terrans, Torians, and/or Thalans, with the Krynn, Altarians, and sometimes the Korx usually also successful. The other races were rarely, if ever, major contenders. Following the modding, the Altarians are now up there as one of the races that always does well, and the Drath, Iconians, and Yor are now in the ranks of AIs that can succeed. The Arceans and Drengin still aren't very good
Yes.
Re-posting this here as I think it's a bug. I have created several custom campaigns for Twilight of the Arnor, most of which are simple tests of my scenario-making ability. Until fairly recently, I was able to play these campaigns. However, for reasons I'm not sure of, I can't anymore. My custom campaigns do not show up in the game. They don't crash (unlike custom scenarios), they simply don't appear. This has occurred both with campaigns created using the TOA editor and campaigns cre
I have created several custom campaigns for Twilight of the Arnor, most of which are simple tests of my scenario-making ability. Until fairly recently, I was able to play these campaigns. However, for reasons I'm not sure of, I can't anymore. My custom campaigns do not show up in the game. They don't crash (unlike custom scenarios), they simply don't appear. This has occurred both with campaigns created using the TOA editor and campaigns created through direct editing of the files. Al
A few remarks on AI: It's probably best to leave AIs with a default personality of 8 on 8, even if you have all the other AIs set to 11. I also find it's not that good an idea to take the Korath off their original personality, as it's the only way they'll really make use of spore ships. There are differences between individual race personalities that share the same AI, as well. It's hard to pin them all down, but besides the Korath and spore ships, I've confirmed that
[quote quoting="post"]Hi! There is some mod that includes Star Trek's principal directive? [/quote] There's a Star Trek mod - several, I think. I'm not sure what you mean, though.
It's alive!
I've started a new thread for the new year: Show off your ship designs 2011
The newest thread in this tradition: Let's see the ships you've made this year! Previous year's thread
[quote]I wonder just how a game with lots of defense would even play out. Are defenses even practical up to a point? Just for fun, I may change the defenses to WeaponsID just to see if they get researched faster. The idea would be to outcompete the weapons themselves, I guess.[/quote] Just wanted to add here that a game where defenses outpace weapons isn't very interesting if you like watching the combat viewer. I have actually encountered a draw (link: <a href="https://forums.galciv2
One week seems fair. By the way, has anyone not voted yet?
Here's an Altarian ship design of my own - the Eledhal class. I made sure to give all of my ships in this game unique designs, but this was one of my favorites. When a general galactic war began, it was quickly sent into service against my nearest enemies, the Terrans, and proved its worth. Not one has yet been lost in action.
Research Basic Miniaturization : 4, 6, 5, 4, 4, 6 <span style="f
[quote who="TOV" reply="75" id="2856439"]I just tested my changes, and the Torians are now researching their moral techs! So far, they are up to Wellness Falls. Tolmekian, I would be interested in seeing your change log one of these days. Four pages is quite impressive. [/quote] I agree, and it'd also be nice to corraborate my own changes - see if they're the same. Perhaps you could PM us it. Incidentally, started another "real" game with the
[quote]Korx: Odd. Are your Korx perpetual weaklings? Poor position or something? They are typically mid-to-top tier players in my games and always research their techs. I have them set as Korx AI (11). The Tolmekians are set as Human AI (8) and also research them. They do take a little time, and won't get around to it as a priority if they're not doing well. A slight boost to AI value would surely do the trick. Maybe 5 points all around.[/quote] It's interesting, because the Korx were
I've declared the above-mentioned test game conclusive. It's late year 7 and the game is a three-way fight between the Drath, Altarians (turned evil by a random event) and a Torian-Iconian alliance. The Drengin are still hanging on but aren't really a factor. Some of the minors are also still alive, and 1 (the Lentzlandians) has managed to avoid war all game. General race info: Drengin: Weak, having been used on personality 7. Not much of a power, but managed
[quote]Are there any mods that make the United Planets meet more and have a bigger agenda? Are there any mods that maybe make different sets of United Planets so if you leave one you can join another, like packs of alliances or something?[/quote] There are a few disabled UP topics that can be modded in, but otherwise, there's not much I know of that can be done. [quote] I'm really liking the game, but it seems to have aged quite a bit in the graphics department, and the s
An unrelated but interesting note: using the cheat to take over AIs is starting to make me wonder whether some of the AI's more ordinary "mistakes" may not be mistakes at all. For instance, often AIs seem to pursue wars in less-than vigorous fashion. They don't use a majority of their fleets, or they don't invade planets even after destroying the defenders. However, looking at a couple of the test games where an AI was doing this, and studying their fleet positions, rally po
Councilors, ministers: Frankly, in regards to the precursor ruins on Fortuna, I see little reason to preserve them. Unlike several others we've found, they lack any research value, and as previously mentioned any influence we derive from them is all but pointless, given Fortuna's large sphere of influence already. I therefore approve of constructing the Diplomatic Translators on the site. Also concerning the Translators, I agree to a degree with Councilor SarcFa. The time save
I think you may be overemphasizing that bit with the greed... it seems like the Krynn are simply arguing against materialism. Although that still means they'd have it in for the Korx. As far as specific dialogue with other races, I would imagine that the Krynn would have special things to say to the various races with a Precursor connection - the Altarians, Iconians, Korath, and possibly Yor. Their creation myth is clearly the Precursor history of the universe (from one of the Iconian
[quote]* When you create a custom ship style for the ai, changing the ship option and assigning just one model type ship design to the 3 slot choice of the huge ships they will build should not cause any problems right?[/quote] No, it will not cause any problems (speaking from experience).
There is a Stargate mod out there... ...somewhere. (Curse the lack of a functional search feature!)
Tried a test game with that method myself. I'm up to year three and will be continuing, but I've made a few conclusions: The Altarians and Arceans are "fixed". Both are researching all their techs, normal and unique, without difficulty. They're the 3rd and 4th rated civilizations. The Thalans and Torians are fine as is. The Yor are finally researching Stellar Streams, but are on race personality 7 and so aren't doing well at all. I'll have to try them next t