qrtxian

qrtxian

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

[quote] I went to my homeworld, destroyed the colony on it, then checked again on a few planets. Nope, still can't "Set as Homeworld".[/quote] So you can't move your homeworld even if your original homeworld is gone? That's particularly bad, given that the default "new" homeworld is the low PQ planet in your starting system (such as Mars). Not a place you want that civilization capital...

15 Replies 75,818 Views

Commander, fellow councilors. Like the other members of this council, I'm quite concerned by the rapid gains of the Thalans. Besides the obvious, I find that this makes our diplomatic situation yet more precarious. During our last session, Councilor LordCarlos expressed concern about a possible conflict of interest in building ties with both the Korx and our other neighbors. I now have those same concerns about the Thalans. Even a fairly peaceful civilization becomes a dangerous one w

432 Replies 1,093,788 Views

The date reads "1 Aquarius". There's also what looks like a real-time clock. Edit: After the population on the planet is the letters "E9". No idea what that means...

11 Replies 52,785 Views

[quote who="Realmjumper" reply="3" id="2832195"]They play skirmish because some missions in Dread Lords are designed with the player in mind to fail. That's why you get alternate scenarios that are easier. I think that was a bad decision. [/quote] Um, no. The sandbox mode has always been intended as the center of the game. The campaigns are specificially designed to give a different sort of challenge, but the sandbox mode is the main event. As such, the campaign is often

4 Replies 6,578 Views

This is very interesting. It seems possible that strange tech categories may be responsible for many of Twilight's bugs, as well as the disappointing failures of some AIs to research their unique techs. I think I'll have to download MarvinKosh's original mod though, as my attempts to replicate it have all failed. Edit: The Iconian tech tree's categories are just bizarre. The organic hull research path is listed as "Colonization" and one mass driver tech is listed as "beam

507 Replies 1,009,078 Views

[quote who="ClasuSiosa" reply="16" id="2819350"]This sounds amazing, could you lay out exactly what you did so we can replicate this awesomeness!? [/quote] 1. Open your RaceConfig file (for me it's C:\Program Files\Stardock\Galactic Civilizations II\Twilight [or DarkAvatar]\English\RaceConfig.xml). 2. Find the AI personality for a minor race. It should look something like: 17</Race

23 Replies 33,276 Views

Here's a minor but useful one: did you know you can speak to your allies whenever you want? One of the side benefits of an alliance is that you don't have to wait eight turns (or 4 as Super Diplomat) to talk to the civ after a trade. You can speak to them at will. It can be very helpful in some situations.

182 Replies 760,827 Views

[quote]Also: I noticed that in Dark Avatar, my core ships aren't upgrading themselves the way they did in TA. I could fit 4 lasers on a tiny ship and my Star Fury was still being build with 1 laser. Is there an option that must be set to auto-upgrade the core designs ? When I noticed this, I manually designed a tiny ship that could fit what weaponry it could hold given my miniaturization and weapons tech. (This was in Campaign mode).[/quote] The auto-designer feature was introduced wi

1 Replies 5,568 Views

I tried to mod this myself. I'm not sure if it actually worked, though. The Altarians have yet to research Space Weapons (it's early 2229) and the Terrans hadn't before I traded it to them for their economic treaty. I have yet to encounter the Thalans, Drath, or Korx. The minors haven't researched it either. However, I forgot to do the "quicksave fix" that's needed to make them non-stupid, so that may factor into it. So far the only thing I've noticed different from a normal G

507 Replies 1,009,078 Views

After experimenting I have tentatively confirmed that 10 (someone hands over a colony) and 24 (fleet found) do not work. 15, which prohibits attacks on minor races, appears to work. However, in my test it was shot down by the AIs and so I'm not certain whether it actually prevents attacks on minor races, and how that works if it does. Edit: All right, here's what I've figured out about implementing currently unused UP issues. Issues requiring a specific civilization's identity

6 Replies 10,294 Views

[quote]Which other issues have, um, issues?[/quote] Not "bug" issues as such but the "currently disabled" UP issues discussed in this thread: https://forums.galciv2.com/400588 I'm curious whether it's possible to get any of them working. May try it myself.

235 Replies 417,612 Views

Off-topic post: [quote]It's almost too bad we're playing an old version of my mod. I've been working pretty much non-stop on everything from minors to techs UP issues. Things are getting interesting. Of course, I say it's almost too bad because I can guarantee that you're in for a pretty interesting run as things stand.[/quote] Curious about some of those UP issues. Have you managed to get any of the currently inactive ones working?

235 Replies 417,612 Views

[quote who="brewinmuddbutt" reply="22" id="2816746"]I've never played the story. Please don't spend too much time on the story, but more on the game play itself. The game play is why I play GalCiv2. Look at Supreme Commander 2. What's his name, (Chris Taylor?) spent too much time on the story. It blows when compared to Supreme Commander:Forged Alliance. Never played the storyline in those games either and I actually deleted Supreme Commander 2 and went ba

28 Replies 169,990 Views

I should note that I've never seen the Thalans fail to research Space Weapons. Assuming your theory is correct, this is probably because there isn't a special reason why they wouldn't value Computing techs. Edit: Also, this seems like strong evidence that this is a bug. Given that the AIs do start researching weapons when attacked, and that a pacifist strategy is in keeping with their backstories, I considered it possible that this was just part of their Race Personalities. H

14 Replies 7,260 Views

This is one of the points where function trumps realism. However, I am fairly certain that transported troops (and colonists, for that matter) are in deep-freeze for the duration. It would be less of a problem if invasions didn't involve wiping out the entire population of the planet, in which case less troops would be needed. That's another issue, though.

4 Replies 4,153 Views

[quote who="RooksBailey" reply="5" id="2827788"]I think the fiction writing is slowing down just because the newness is off the game. This invariably happens with every title. Perhaps once we get the new update, things will pick up a bit when some new players get in the game? I've been meaning to write another piece of short fic. Just haven't found the time. [/quote] Certainly, that's the reason. The annoying part about it is the way most AARs (factua

9 Replies 11,630 Views

And now I've seen a rebellion in a real (non-test) game: It occurred thanks to the galactic disease mega event, which drastically reduced everyone's stats, including morale. This might not be the only rebellion either - the Krynn have yet to research the cure and their morale is at rock-bottom. I didn't play much longer after it happened, but my notes: <

13 Replies 14,006 Views

[quote who="Quaternus" reply="1" id="2826456"]The bug here is just that there needs to be a Race Eliminated message for the event of an entire race becoming part of a new galactic movement. [/quote] No, I'm pretty sure that the Fundamentalists taking all the planets like that is a bug. I believe a (much) earlier thread said so.

2 Replies 2,581 Views

Second note: I don't want to clutter up the voting with more commentary, but I felt I should note that in Twilight, trade routes do not increase in value over time - a change from the earlier games. Hence, contrary to what LordCarlos says a trade route isn't as much of a long-term investment as, say, a treaty.

235 Replies 417,612 Views