[quote]also you know you can play the entire campaign in TA [/quote] I strongly recommend you do not play the Dread Lords campaign on either expansion unless you're prepared to edit several of the scenario files to avoid bugs. Playing the Dark Avatar campaign on TOA is probably fine although I haven't tried it, as most of the bugs in the DL campaign were related to changes in DA - for instance, going from 10 to 12 major races.
qrtxian
No, it's not possible. I tried a mod to simulate the experience, though, described here: https://forums.galciv2.com/397714 The Yor didn't colonize, were horribly weak, and eventually were conquered. It worked for the Thalans, however, who acted pretty much like an eleventh major race, albeit a somewhat small one.
I think the game assigns a range for crew size for each hull type rather then generating one on a per-ship basis. In your case, it might depend on how you created your new hulls.
BTW, here are a few ideas for a "filler" chapter that you could do while you're stuck. Sometimes with my own writings, I find that writing a random scene can help me get back on track with the main plot: War scene: Perhaps we could see that Arnorian battleship in action against some random hostiles (there's a mission in the TOA campaign which has this as its whole point), or maybe we could see the Dread Lords and Korath whaling on Coalition forces to drive up the need to find t
Just a quick note on the latest report: the screenshots of Holmes and Gimble appear to have been mixed up, judging by the text.
[quote who="My Views and Muse" reply="3" id="2822293"]What bugs are those (that are in TOA AI)? [/quote] The most serious ones: Some evil races do not colonize properly. In my games the Drengin are the only one severely affected, but others have reported the Korath and Yor behaving similiarly. I've had to switch the Drengin to a different AI personality in order to make them a competitor. Some races (Altarians
As far as actually "dominating" in the sense of "winning", most AIs are pretty varied in my games - the Drengin are bugged beyond repair (though they do well if switched to another race personality) but all the others can do well. I've just run into successful Arceans for the first time ever on TOA. However, in terms of colonizing, the Torians and Thalans tend to spread like disease - usually colonizing more then three times as many planets as other races do. They would alway
[quote who="Quaternus" reply="6" id="2821747"]I decided to make it equal my Immense size ships. Since the map sizes match the hull sizes, I decided to make Gigantic and Immense hulls which are larger, stronger and costlier than Huge hulls. [/quote] Out of curiosity, have you been able to get the AI to use these new hulls? I've read a few times about players modding in different kinds of hulls, and though about it myself, but the reports generally indicated that the AI wouldn't bu
As far as crew size goes: Tiny hull - 1 or 2 crew, seems to vary, with noncombat craft usually having 1 and combat craft having 2 - maybe the second is a gunner? Small hull - 5 crew Medium hull - 25-30 crew, again, apparently varying between ship types Large hull - Varies widely between around 200-400 crew Huge hull - Likewise varies between around 1200-1500 crew Ship length and width seem based partially off of what hull is being used. This mig
[quote who="Jinksy" reply="1" id="2821604"]Not really. ToA improvements make it difficult for me to play or even look at the original and first expansion pack, [/quote] I have to disagree. The original game and DA are simpler, features-wise, but simplicity is not a bad thing. In addition there are some irritating bugs with the TOA AI that are absent in the previous games. I personally still play all three, though Dread Lords much less then the other two.
I've decided to start this over in a new thread so as not to clutter the AAR up with a miscellaneous technical discussion. It's taken me a little while to get the grasp on the Drengin personality, as this will be written in-character from several Drengin leaders. The first "actual" post will go up soon.
By the way, I noticed that under the new voting system there's been a few ties. From reading, I assume that a tie means the proposal won't go into effect? Or will it?
This is actually an interesting question, as the Krynn have barely shown up in the campaigns. They were mentioned in the DA campaign's epilogue, and they showed up in three missions in TOA as a neutral faction that helped fight the Dread Lords... other then that, nothing. I think they weren't in Brad's original stories either. From their tech tree, their backstory seems tied into the underlying mythology of the game (their creation myth is similiar to the Precursor one), more so then
I don't know about music, but to replace the robot all you'll need to do is replace the "Message_RobotGood" image (in the GFX folder) with something else. You could also edit a raceconfig file to use something else as well (the relevant line is "ROBOTMOVIE" or something similiar, I'd have to check). I've never messed with the message robots specifically but I've modded very similiar things.
There's a little icon on the ship's star bar that looks like one of the fleet icons. Clicking on it allows you to send the ship to a rally point or "home", which would be where it was built, or where its designated home is if you bought it.
Both these things are in the game. The "freaky female/clown robot" will only appear as humans with good alignment and can be easily modded out. The music is the same, and all I can say is if you won't buy the game because you don't like the music and have some objection to just listening to your own music or playing without it... it's your loss. A GalCiv III is planned eventually but isn't likely to appear anytime remotely soon.
Regarding the Stellar Forge, t wo reasons against: one, the economic situation is going to get worse before it gets better, and I generally prefer to not build non-essential structures before then in my own games. Secondly, it's a big galaxy and it's very likely we'll expand out farther then this current region. My thoughts were that the Stellar Forge should be placed on an outlying planet, so that the ships built with it can get to the front lines faster. And unlike the OC
Thank you for the notice, General. It's always rather annoying when you can't tell if the author has abandoned their story or not. Perhaps you'll find a second burst of inspiration later on.
Development Construction of Stellar Forge on Fortuna FOR: TMS2224 Construction of Orbital Command Center on Fortuna (provis
Besides making gameplay tweaks, there is at least one highly annoying bug remaining: loading a custom scenario (or one of the scenarios that came with the game) in Twilight unfailingly causes a CTD. I'm really surprised this hasn't been fixed before now. Also, in Twilight, the Dread Lords mega event still sporadically causes a crash, though not all of the time. It's nice to know you haven't abandoned us GalCiv players. Keep it up.
[quote]Did you want me to post the ballot, then qrtxian?[/quote] Sure. I'm still a bit under the weather.
My end line is this: if making tactical combat will detract in some way from the strategic part of the game, I want no part of it. If Stardock can manage to integrate tactical combat without overshadowing other aspects of the game, and with equal (well, close enough) balance between letting the AI handle battles and fighting them yourself, I will gladly pay extra for it. I am not into GalCiv for tactics, but if tactics can be made to work as part of the game (and not the main fo
[quote who="Elestan" reply="59" id="2818416"]40) The "Automate" algorithm for miners seems less than ideal; it seems to prefer starting new mines to improving existing ones...which is fine, except that it doesn't take distance into account properly. It just tried to fly halfway across the galaxy to start a new mine, when there was an existing mine that could have been improved in the same system. [/quote] A similiar issue occurs with many of the other automated abilit
There is a bug in TOA that causes a CTD attempting to load a scenario. So far, none of the updates have fixed it. As far as I know everything else can be made to work if you put it in the right folders.
All the comments I intended to make have already been made by one of the others, so I have nothing to say either.