qrtxian

qrtxian

Joined Member # 4042583
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That means the problem is with the mod itself. I've never had this happen in the (relatively simple) mods I've made, so you're on your own there. However, I do know that in TOA, there was a known issue with the Terrans and Altarians not building warships. If the mod is for TOA and the Breen are derived from either of those races (unlikely from what I remember of them on DS9, but you never know), then it could be the same issue.

27 Replies 18,499 Views

That means the problem is with the mod. I've never had this happen in the (relatively simple) mods I've made, so you're on your own there. However, I do know that in TOA, there was a known issue with the Terrans and Altarians not building warships. If the mod is for TOA and the Breen are derived from either of those races (unlikely from what I remember of them on DS9, but you never know), then it could be the same issue.

27 Replies 18,499 Views

So, I finally went ahead and ordered the GalCiv Ultimate Edition online, meaning that I'll finally be able to play DA and TOA. I've read posts on most aspects of the expansions, but there was one thing I was curious about (having seen it mentioned in a post today) - the TOA "tournament" scenarios, e.g "Rock and a Hard Place", "Arcea's Last Stand", etc. I like the sound of the scenarios, which seem much more interesting then most of the DL scenarios, but I don't really like the Me

1 Replies 4,988 Views

[quote]if a player's ships never actually see any use,[/quote] I would be unhappy with this. Currently, building up a large enough military force in GalCiv allows you to completely avoid war except for some random events. As players go, I'm not much of a warmonger, and I like it that if I want, I can stay out of wars. As a matter of what, what you're suggesting almost comes across as a - for peaceful behavior, which is just silly (except maybe for races like the Drengin a

59 Replies 78,566 Views

[quote]The AI should not be cowed because some upstart galactic civ has been churning out cheap fighters and has a solid military 'rating' - it should plot to mop up those fighters with better weapons and better ships. A human player that refuses to use force when necessary (actually risk a confrontation with just those cheap fighters to throw into battle) should suffer some kind of a diplomatic hit until they build a real military and fight some real wars.[/quote] I'm not sure I unde

59 Replies 78,566 Views

IIRC, their TOA tech tree was one of the most dramatically altered from the DL/DA base. I wondered if this loss of population was tied to some of their changes. Neither I nor the AI have ever had a planet at that low approval, so it makes sense I wouldn't have seen this. The worst planet I've had was 28%; worst AI planet 25%, and they earned it (built farms on several farm bonus tiles with extremely high taxes. Information warfare paid off big).

30 Replies 105,486 Views

Well, in DL, you don't have the option of building older factories/labs/whatever - you have to go with the newest version. I think they changed this in DA, but maybe the AI wasn't updated with it? [quote]At one time of the game, somewhere shortly after the Colony Rush, or even amidst, pass them those 3 Terraforming-techs.[/quote] And given how highly the AI seems to value terraforming techs, you can swindle them out of lots of their stuff while you're at it. It's especial

30 Replies 105,486 Views

[quote who="MarvinKosh" reply="8" id="2658020"]I wouldn't count the AI out of being able to fight well in tactical combat. Look at Gears of War 2 for example, you have AIs who are nasty enough to be able to frag tag an unwary human player. The problem with tactical combat is that it isn't necessarily going to be as efficient as letting ships decide for themselves what to fire at, concentrating all their attacks on one target, and then moving on to the next when that's been ob

59 Replies 78,566 Views

The thing with the Torians is that they always seem to have bad research... how well a race researches seems to have a bigger bearing on its performance then the number of planets sometimes. I've never seen the Terrans really do well, but nobody ever attacks them because of their diplomacy. Lately, the Iconians (!) have been the biggest power in all my games.

40 Replies 32,209 Views

A few more thoughts on the warship issue: Have the Breen built non-military ships (colony ships, freighters, constructors)? If they haven't, check their difficulty - they may have accidentally been set to "Fool". What is the difficulty setting, anyway? Also, if you've played this mod before, have the Breen built warships in those games? [quote who="thorwik" reply="12" id="2652816"]I haven't tried it myself but I think the transport trick also works and is probably even more ef

27 Replies 18,499 Views

In regard to the trick with the warships - are you sure that works? While AI relations are definitely harmed by influence, I've never once known them to declare war on each other because of warships or transports nearby. The influence starbase scheme is definitely a dirty trick I'll have to try, though. Not having the mod, I don't know right away why the Breen wouldn't be building warships. Could you post more information?

27 Replies 18,499 Views

I don't know that much about TA unique techs, but for racial abilities, logistics is a definite bonus, as it was a significant strength of the Romans. Of course, GalCiv logistics means something different then historical logistics... [quote]However their modern policies are more like the yuuzhan vong of starwars (believe technology is inherently evil and corrupts people, have amazing terrorforming abilities that can translate into equally amazing combat skills and other bonus abilitie

6 Replies 6,136 Views

[quote who="DanNeely" reply="4" id="2650159"]The problem with having both a tactical combat and an auto-resolve option is that balancing both options equally is almost impossible. If you try a formula based option (sword of the stars) is there there always end up being some combos/capabilities that work much better in one than in the other. IF auto-combat is tactical combat with the AI fighting both sides then a good human player will always have an advantage by being able to out-

59 Replies 78,566 Views

Thanks for the clarification. A few comments of my own On unanswered questions: I just meant that this last post made the 'story' situation (not so the 'game' situation) even more mysterious, as hitherto I had assumed the unknown threat that attacked Nolan's mission was the Helios AI; but now, assuming the robot wasn't lying, there's evidence of another as yet unclear danger to both mankind and Drengin. I have no problem with this - I was just adding that if there's no sequel

155 Replies 260,507 Views

[quote who="spyker92" reply="6" id="2646524"]It's because the Thalans had Battleships, while you had frigates. Battleships can take a good bit more damage then your frigates despite the defense upgrades. Happens to me all the time. [/quote] Yes, but the thing is, the Thalans clearly lost. They're listed as having 0 ships, having lost 3 (out of 3) ships, and all three of their ships are marked as destroyed. So why is it counted as a draw? My theory would

9 Replies 11,412 Views

The plot thickens immensely... The demise of Da Souza came as a bit of a surprise; I'd have expected a seasoned machinator like him to come out of things with his skin intact (if maybe not his job). And then there's the surprise twist to the return of Helios. I see two possibilities for what it it needs help against - the Altarians or the Thalans. If the Altarians are out there they're keeping very quiet about it... combined with the way Kir'ith seemed to recognize the name Altaria -

155 Replies 260,507 Views

The Drath aren't unconquerable... it just takes a long, long time. I once actually found myself in the position of having to conquer a huge Drath opponent (as Thalans, no less) to whom all the other good races had surrendered. Their military was weak and died early on, but it must have taken over a year of game time to conquer all those planets. So that is another good reason not to play with all-abundant or common on gigantic galaxies.

13 Replies 8,582 Views

[quote who="FalseDead" reply="14" id="2643163"]It's your play style that tends to matter if you hunker down and build a powerful military they will act one way if you ignore military for the most part and become an economic or technological giant they will act in another.[/quote] I'm not entirely sure this is true. I typically build up a large military whether I intend to be a warmonger or not, just to scare off aggressive AIs. Yet I've varied it up sometimes and gone the no-military

40 Replies 32,209 Views

Well, I'm on the record as being opposed to any form of tactical combat in GalCiv III for (mostly) the same reasons that Stardock didn't put it in GalCiv II. But it is in Elemental - although that doesn't necessarily prove anything - and if it is in GalCiv III, this would be pretty much what I would want.

59 Replies 78,566 Views

[quote who="Nwah13" reply="9" id="2642234"]I myself usually play medium-large galaxies on Tough, 8 AIs for larges, 4-6 on mediums, common stars/planets, extreme planets set to rare. If I want the feel of an epic game I go Gigantic, max AIs, common stars, Tough, and occasional or uncommon planets. All on normal research setting, mega events on, tech victory off, and minor races set to random. [/quote] These settings are pretty much identical to my own, except that I leave tech vic

13 Replies 8,582 Views