[quote who="Elestan" reply="20" id="2816748"] Tactical combat would be my first choice for a "big" feature add. Named heroes/advisers with custom bonuses would be another. Special espionage missions and research projects would be a third, and switching from a square grid to hexes would be a fourth. Give me those features, and an AI that can play them intelligently, and I'll happily shell out $50. [/quote] While I have more to say on the subject of tactic
qrtxian
[quote]Is it the equivalent of playing as a minor race ?[/quote] The best way to "play as a minor race" would be to just never colonize a planet. I've actually been meaning to try something like this, and somewhere in the AAR section (I think, anyway) someone actually did. It's probably not a winning strategy.
[quote who="TMS2224" reply="31" id="2816432"]Alright, here goes, I agree with the rebuilding plants after destroying them idea, but there should be a PQ penalty for each time the planet is destroyed/rebuilt. Continuing on, it would be great if there were rebellions that actually created major civs. Some of your ships would defect. Maybe the rebellion could be controlled by your people's morale/happiness and your form of government. For example, your popularity is at 10%
Now I've experienced a draw, too. The game then returned to the main screen where I saw the Persuader (the Korx ship) was still alive with 12 hp. I had to attack it again to finish it off. Thanks to tech inflation and "slow" tech speed, defenses in this game were always much higher then attack. All of the Korx ships of this class (which I always renamed a
In my experience, like some of the other posters noticed, the Drengin are hit much worse then the Yor or Korath. In twelve or so games I have had exactly one where the Drengin successfully expanded. The Yor and Korath expand much better and more frequently; so far I had one game where the Korath didn't expand and 2 or 3 where the Yor didn't expand. However, I've also had another problem with the Yor recently where they don't build colony ships at all. Unlike the "normal" bug where the race in
29) Attempting to start a scenario instead of sandbox mode still causes a CTD.
[quote]Is iconians' empire so large, you need to move along the edges of the map in order to get around them? [/quote] Yes, actually. It was basically a long ribbon running almost from one edge to the other. I had to send the transports along the very edge of the map to avoid entering their influence.
In regards to sabotaging the OCC, I've found that if I attack a planet the same turn I put a spy on it, the ships still fight as a fleet. However, on the next turn (if the spy makes it) attacking a planet will often cause the ships to fight individually. However, sabotaging morale structures does, as you say, work instantaneously. I think I'm going to test this some more...
[quote]a mix of Thalen, Human and Torian (as they are the AI's that appear to do best IMHO)[/quote] "Generic" AI is also good at putting some stiffness into the spines of inept races. Only the Drengin AI has really been a "failure" for me, but having set them to Generic they're now a monster. I honestly don't know why everyone keeps calling the TOA Iconians "weak" though. My Iconian AI is a regular superpower; it's like they're out to get revenge for all the hor
Not sure. I know putting spies on the TOA Orbital Command Center does work, although they're almost always nullified in a few turns. It seems to take a turn to go into effect, but that can't be the case here.
[quote]Maybe that's intended and doesn't let smart/tricky human players to buy all ships and just send undefended transport ships to conquer minor's homeworld? [/quote] I'm pretty sure that's exactly the intention. As far as the AI having minor races' ships, it's possible that they were gifted the ships (as the AI sometimes does with you during a war) rather than actually trading for them.
[quote]Is there some sort of procedure that I need to do to get the ship into a game already in progress? Did I forget to do something in the shipyard? [/quote] In a word, no. Ship designs that were made outside of an ongoing game will not appear within that game. You'll have to start a new game as the appropriate race.
Interesting ideas you have here. I'll need more time to review them but two things stand out: 1. I can't say how glad I am to see that for once one of these threads isn't saying that the game needs tactical combat. Without attacking the concept in general, it seems to me that games with tactical battles always become all about the tactics. GalCiv isn't about tactics and I want it to stay that way. 2. [quote]No inherent abilities for default races, they should be simp
I've now prepared the ballot, councilors. There aren't nearly as many items on it this session, as in many cases the consensus is to let the commander handle the situation. Research: Andimus Proposal (Prioritize research of Xeno Biology and Xeno Medicine) FOR: Qrtxian Proposal (Prioritize research of Universal Translator and Sensors I FOR: qrtxian Development and Colonization (All proposal
I actually just wound up sending my ships the long way around because I wanted to get the mission over with (my economy was a mess), but to address your points: [quote]You can send your troops with mining modules through the iconian space. Once they are through, upgrade them to transports. [/quote] I assume you mean colony modules here, as they're the only other kind that allows you to carry population. [quote]You will have less invading troops so if you have spie
I'll be posting the ballot this evening. If Master123wr hasn't checked in by then, he's probably dropped out. Edit: Also, I'll only be putting up space for "For" votes, in order to save space. Although some might disagree, I think it's not really necessary to know who is against a proposal, especially in mutually exclusive proposals. For instance, if the council is asked to declare war on a race or not, it's obvious that everyone who vo
[quote]I have a problem, one of the planets sitting in a sector under the influence of one of my allies has rebelled, even though it had 100% approval rating. I think this is a bug.[/quote] I'm talking about a rebellion as in a planet or planets breaking away and forming a new civilization. What happened to you was a planet defecting to another existing civilization, which isn't the same thing at all and is based off of influence, not approval. (Although approval does connect somehow,
[quote] For the love of god why another star trek mod there already is one enoughs enough I have the TA and the DA version PM me if you want them.There are just to many star trek fans.[/quote] There's no real need to release another Trek mod, but he's just making it for himself. I don't see a problem with that.
I have; all the races listed as "successful" but the Yor expanded well. The Yor didn't, but they have performed well in larger games.
I've gone back and started the Dread Lords campaign again, this time trying all of the "alternate" missions that you get when you lose one of the normal missions. In the first of these ("Desperate Ally"), you have to get the Iconians to ally with you. Unfortunately, I've run into a bit of a problem. The other object is to destroy the Yor, who start in the north of the map. After an unexpectedly difficult struggle, the Iconians and I gained the edge. Except... the most direct route to
With the organic hull research branch, Iconian ships are all but invincible. Interestingly, in light of the fact that the AI rarely uses hull modules, the Iconian AI has actively pursued this path and built some pretty amazing ships. It's one of the main compensations for the Iconians' horrible early economy.
In my opinion the autodesigner for ships is more or less worthless, primarily due to its ignorance of any components besides weapons and defenses - no engines, no sensors, no hull modules, nothing. I usually just turn it off to avoid clogging up my shipyard screen with designs I'll never, ever use. I've come to suspect it's similiar to how AI opponents design their ships, which make their horribly slow speed a little more comprehensible. So I'm curious - does anyone on here actually b
I'm fairly certain that all UP events are totally random. For instance, the vote to end all current wars may occur even when there are no current wars. Some other events are tied to date - for instance, when you can make treaties, and I'm starting to think that AI races won't ally with each other before a certain year as well.
[quote]24) "Destroy Colony" should not render the planet uninhabitable.[/quote] Opinion, not a bug. I happen to agree with your idea, but it belongs in another thread.
[quote]Not sure how I can explain the lack of Klingon/Romulan cloaking devices though. [/quote] You can always hope you'll get the infamous "invisible ships" bug... Also, in reference to what Scoutdog said about the raceconfig files - whenever you save changes to a race (through the customization screen), that version persists until you remove it. You don't actually have to delete the existing files, though; just press Clear when customizing a race, although the original