Just a tip: I suggest you condense this list of typos into a single thread, rather then post dozens of threads on this forum.
qrtxian
[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...
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
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...
[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
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
[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
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.
[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
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
No. In fact, the Arnor don't even show up as a civilization. You can use mods to play as something like the Dread Lords, but as their actual game data are apparently hardcoded, it's not possible to play as the Dread Lords themselves.
I strongly doubt anyone can do this, thanks to the difficulties involved in searching the library and all other mod sites.
Please post forum games in the off-topic section.
This is, unfortunately, impossible.
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
[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.
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?
[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
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
As far as naming my planet goes, I would just prefer it to be a new colony rather then renaming an existing world. Other then that I don't really care.
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.
[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
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: <
[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.
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.