qrtxian

qrtxian

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

[quote]Do the Thalan's just ALWAYS grow to astronomical sizes if you don't stop them in the early game? I mean jeez, I can get like 100-150 turns in and they'll have influence on like half the galaxy and a bazillion ships... It's scary.[/quote] Yes. The Thalans (and Torians as well) have always colonized like mad to form what's called "the pink blob of doom". Back in DL they sometimes fell apart and seemingly slept through the game, but in TA it's all colony rush, all the time.

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[quote who="Tolmekian" reply="6" id="2827046"] Quoting JacquesGauthier, reply 5 Strangely enough I also received a report that my spies had increased their level of knowledge on the Alterians after that civilization had disappeared. I got that from a minor race after I bought up their planets. I noticed that my spies didn't return to the pool, then I started getting those reports. Looks like a bug whe

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A quick note: I feel it is important to note that the Korx do behave differently then the Drengin, Yor, etc. They use AI personality 11, not 7 as do the other evil races, so they are less aggressive. Also, on the subject of hostile races, ignore my previous remarks about the Korath - I just remembered it was actually the Krynn.

235 Replies 417,567 Views

Before detailing this meeting's ballot, I would like to make a few remarks in response to Councilor LordCarlos. Although they are considered an "evil" race, I feel it is incorrect to associate the Korx with the likes of the Drengin or Yor. The Korx are a greedy, plutocratic society with many unpleasant traits. However, this does not mean they are bent on galactic conquest in a similiar fashion as many other "evil" races. This more mercantile, less imperialistic tendency means that lon

432 Replies 1,093,692 Views

[quote who="craftinvegas" reply="2" id="2825714"]Pfft, turn off surrender, it's the most b/s thing ever anyway. [/quote] I leave surrenders on for the same reason I always play with mega events: they add an element of randomness. Anyway, in both my case and the OP's the bug occurred when a race was eliminated by culture-flipping, not by surrendering.

9 Replies 7,359 Views

I just noticed that something like this happened in one of my games - a fighter belonging to the Terrans, who were eliminated long ago by culture-flipping, is still on the map and remains under their control. I can click on it and bring up the details screen, so it seems to actually exist (unlike the "ghost ship" bug that occasionally appears in the bottom of the map). Try attacking the "Altarian" battleship (save first). I might in my game; since I'm playing with a mod that made

9 Replies 7,359 Views

Just a few quick notes: [quote]Two days to complete a 4x game just isn't my style. I need something that's gonna take a week. With that in mind, would upping both the Difficulty and Size potentially make it too hard?[/quote] Not really. Large maps aren't any harder then small ones, and take quite a while longer. I generally recommend lowering the planet count on larger maps to cut down on micromanaging. [quote]This game was against sub-normal AI's. How much more diffic

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[quote]The way you describe it would be very cool, but that's not what comes to my mind when I think of tactical battles. I would definitely go for a system where you set up choices before the battle, and then watch it unfold in a battle viewer. [/quote] I feel the same way. As I've said I'm not "for" or "against" tactical battles in a vacuum - as mentioned, I don't feel they're appropriate for GalCiv specifically, not 4x in general - but I always enjoy "fleet strategies" like this. I

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[quote who="Sup1001" reply="7" id="2825000"]Can you make your own galactic civlization futalistic with one another ike the goauld. [/quote] No, and what exactly does this have to do with the thread? For what it's worth, the best way to simulate a civilization with multiple, otherwise identical factions is to just make multiple versions of that civilization with the editor. On topic: Another difference I've noticed between AI personalities is how they fight

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[quote]So it seems to me that the key to a well-functioning fleet is a somewhat cheap and massable ship, massed up of course, with some of the top end ships you can create sprinkled in for that extra oomph. Any thoughts/suggestions on fleet compositions? What do ya'all call small-hull sized ships here? I know you call Mediums Frigates, but that's about it. I assume Large is Cruiser and Huge is Battleship, but I'm probably wrong, so if I am, I'd like to know what ya'all call those t

22 Replies 23,294 Views

What race are you playing as now? What race were you playing as when you could build constructors?

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Let's kick a little more life into this thing! These are my main medium-size ships in my current TOA game as the Krynn The Jhavok class heavy cruiser: My general rule when designing ships, at least for races that haven't been in space that long, is to go for a somewhat compact appearance - like Earth submarines, which I think bear the closest rese

84 Replies 245,288 Views

This link might actually be helpful: DA Combat System Although primarily a description of how the DA (and TA) combat system works, it also gives an explanation for the 'flavor' of combat in the game. The first example (Arceans vs. Torians) might be useful for any writers who are putting in a space battle scene based on a battle from an actual game.

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Could you provide more details? Most likely you're playing as a race that doesn't have one of the technologies needed at the start.

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Try looking around on the mod library for "ship packs". There are many for Star Trek and some for Stargate; I'm less certain about SOTS, Halo, and Starcraft, but there might be a few. Using the custom race creator is not really that hard. You should be able to "make" the race without much difficulty, though designing the right ships and other visual effects would probably be quite a bit harder.

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There are some ships not requiring any mods; they'd probably be easier to find if the site had a real search function. Just look around a bit on the library.

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[quote]As for balancing ethical choices, you're right to say it really doesn't work.[/quote] Agreed. I noticed you ran into this problem with the Gaian Expedition AAR as well and thought it should be headed off now.

235 Replies 417,567 Views

A few notes on my post on the main thread: When discussing diplomatic possibilities, what I meant by "minor" civilizations was civilizations that are weaker then ours - not necessarily minor races. In my own games of GalCiv, when creating treaties and trade routes I usually have to choose between focusing on strong races that might later attack me and waste those treaties/trade routes, or weak races that are reliable partners but don't have much to contribute. I suggest, incid

235 Replies 417,567 Views

Commander, councilors: Regarding our research priorities, I strongly favor development of the Sub-Space Drive as well. Combined with the engine technologies we've traded for, the Sub-Space Drive will give us an advantage in speed that will be significantly in advance of other species. I also support establishing an Interstellar Republic , although not without some reservations. Developing a more liberal government system will both improve our relations

432 Replies 1,093,692 Views

[quote who="ClasuSiosa" reply="4" id="2823140"]I recently beat this senario (using TA), and once i conqured all the DL worlds the game just kept going on. I looked in the victory conditions screen and it said 100% and there was a save for the endgame of Armagedon, but it wouldnt let me move on. I even crushed the remaining non allied civs and got a Tech Victory, still no victory screen, no moving on to the next senario. HELP!!! [/quote] This is one of the bugs created by the expa

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[quote]I use the Cargo models for Support, the Huge models for Gigantic and Immense, and the Large models for Huge.[/quote] Then I suspect that Gigantic and Immense hulls will have the crew values listed for Huge above and the Huge will have the crew values listed for Large. Note that this is all guesswork; I've never tried to mod hull sizes because I don't think the AI will use new hulls.

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Some things I've noticed regarding the AI personalities: Personality 10 (Iconians and Torians) is what is responsible for the bug where those races don't develop some of their planets. It's not the tech tree as some have suggested - I created a custom opponent with Generic (11) personality and the Iconian tech tree and it used all of its planets fine. The favored ship types of a race are based on its AI personality. 8 is the only one to make extensive use of Huge hulls and gen

14 Replies 19,680 Views