qrtxian

qrtxian

Joined Member # 4042583
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How can a game be considered "lucky" when it features the Dread Lords, the Jagged Knife, the galactic plague, and the galactic disease? Read on to find out... Settings: 9 opponents Immense galaxy Tight clusters Common stars, planets, and habitables Tough AIs Part 1: The Storm Before The Calm

5 Replies 16,155 Views

In my experience, no - there's been a couple of occasions when I've gone for a diplomatic victory where one of the AIs manages to ally with everyone before I do, and the game just kept going. Perhaps the intent is not to "punish" the player for forming alliances.

8 Replies 7,642 Views

[quote who="mambaman" reply="2" id="3344170"] This looks ace-QR! Looking forward to reading this one![/quote] You won't be for a while. Having finally gotten a new laptop, I'll be resuming my Terran AAR's game as soon as real life gets a little less busy.

6 Replies 17,797 Views

Thanks to circumstances beyond my control, I still can't play GalCiv 2 for some time. So to pass the time in the meantime, I've decided to start writing up another AAR, based off of my extensive screenshots and notes from what has been the longest, and perhaps most eventful, game of TOA that I've played to date. Here will be chronicled the epic history of the Torian civilization during its fifteen-year (and still counting!) rise over many challenges to become the dominant

6 Replies 17,797 Views

[quote who="eatatree" reply="45" id="3312404"]Do they do this in vanilla? [/quote] Yes, though to a lesser extent as they're held back by the crippled AI personality 10. The Super Breeder SA is very well suited to expanding like crazy.

84 Replies 281,825 Views

[quote who="Lord_Proteus" reply="3" id="3311399"]Is it just me, or do the AI's consider planets worthless? They seem to be worth so little to the AI's in trades. I'd have thought these were the most important things in the game.[/quote] The AI values planets based primarily on their population. Getting them to give you a high-pop world is almost impossible, but they don't care very much about planets with only a few million people (though there are exceptions, as I&#39

7 Replies 9,806 Views

As far as the intelligence thing goes, you need at least as many spies as the intelligence level to achieve that level. "High" intelligence is the third level of intelligence possible, so you need at least three spies on that civilization, though four might make it go faster. As for your current situation, given that you seem to be able to outmanuever the Drengin, the best strategy is LTJim's option 2: avoid directly fighting the Ranger and go after the Drengin planets to conquer

7 Replies 11,109 Views

[quote]There are so many logical errors within the tech-trees that one could talk about a huge mess. My estimate was that someone would have to sit down for 2 months or more in order to fix and test everything. I sure didn't want to be this person.[/quote] You don't have to be - there's at least four different mods out there fixing the tech trees. All of them put their own spin on things, so it's probably worth checking them all out to see which one you pref

11 Replies 53,632 Views

Uh, focusing on one weapon type is smart strategy. The AI may make mistakes in its ship designs (including the aforementioned lack of defense, though that isn't always the case) but this isn't one of them. Also, "Normal" difficulty is not actually normal difficulty - the first level of difficulty where the AI is not handicapped to some degree is actually "Tough".

84 Replies 281,825 Views

Does anyone know what, exactly, is the latest operating system that can still run the original Galactic Civilizations? I've always been interested in giving it a try, just for comparison's sake, and as I'll be buying a new laptop sometime soon I want to take this into consideration.

1 Replies 6,237 Views

[quote who="brad31781" reply="5" id="3304416"]Ya that makes sense its just odd that it did it after one turn of very high taxes. They were 70% + Approval before that.[/quote] The taxpayers in GalCiv 2 notoriously have the memories of goldfish - it's a well-known exploit that you can always win an election by cutting taxes the week before, then revert them right afterward (although I try to avoid it because it's kind of cheesy). It makes sense that it works the other way.

6 Replies 5,941 Views

What I mean is, using your example as a demonstration: [quote who="Gaunathor" reply="16" id="3304284"]At that time, I had Temple (Altarians/Drath) as an upgrade for both Traditional Temple (Altarians) and Drathian Temple (Drath). As soon as either race finished the research for Temples, the game would get stuck, and I had to quit using the task manager, because GalCiv became completely unresponsive. At first, I had no idea what was wrong, but I eventually figured it out.[/quote]

84 Replies 281,825 Views

[quote who="MarvinKosh" reply="1" id="3304373"]It's your taxation that's causing it.[/quote] This. The good news is that the "rebels" (which I've only seen once before in an actual game, but have experienced several times during tests) don't really do anything, although they will use ships if they're given them. So it shouldn't be too hard to reconquer them.

6 Replies 5,941 Views

[quote who="Gaunathor" reply="16" id="3304284"] Quoting MabusAltarn, reply 15If I add SlaveLab as upgrade target to the Xeno Lab there's a slight chance the Drengin will upgrade their slave labs to Xeno Labs instead of their next Slave lab tech. Actually, if you did that, the game would get stuck between turns, as soon as anyone finishes researching Xeno Research. I experienced this first hand in my pre-beta version. At that time, I had Temple (Altarians/Drath)

84 Replies 281,825 Views

[quote who="Gaunathor" reply="3" id="3302880"]GC2_Conversations.xml It seems you only fixed a few of the problems with this file. I don't blame you. It's a lot of work, and I still haven't ironed out all the bugs myself. The biggest problem with the file is, that, due to coding errors, the entries are either not used at all (resulting in empty transmissions) or generic ones are used instead of the correct ones. The best examples of this are the Krynn and Korath first contact

84 Replies 281,825 Views

[quote who="Gaunathor" reply="590" id="3302322"] Quoting bbr91, reply 589I see no issue in that. The minors are intended to be treated as minors, they are good for trading and eventually conquering a good planet and that's about it. Maybe for people playing with colonizing minors this could be an issue, but for me the minors are good as they are now. I play with "smart minors" btw. The problem is, that, depending on what major races are in the game, the minors lose access to cer

722 Replies 1,785,147 Views

[quote who="bbr91" reply="576" id="3300904"]Regarding the tech trading with the AI, I've found something interesting: https://sites.google.com/site/mabusraeen/extra/modders-resource/appendix-2-tech-trading He's got some other interesting findings. I've tweaked my AI values in the tech tree to better match what he says there, but didn't have time for a play test.[/quote] Wow, it's like the long-lost twin of my own modding efforts.

722 Replies 1,785,147 Views

[quote who="DMF" reply="571" id="3300267"]IMO, the occurrences described are rare enough that they don't merit "fixing". Besides, one could legitimately argue that a world conquered multiple times *should* have infrastructure problems. [/quote] I'm inclined to agree. In fact, I'm not sure exactly what the problem with the AI and farms is supposed to be in the first place.

722 Replies 1,785,147 Views

[quote who="DMF" reply="561" id="3296961"]BTW, both the Iconian and Korxian have supposedly discovered something that will make them infinitely powerful over time. Are these real now, or fake events like they used to be?[/quote] These were always real; the catch is that there's two different versions of them. The normal event version increases one stat of the affected race veerrrrrry sloooooowly, whereas the mega event version (which is distinguished by having a cutscene) increase

722 Replies 1,785,147 Views

[quote who="DMF" reply="541" id="3295127"]You neglect one of the few side benefits of vacuum. In space, no one can smell you stink.[/quote] In space itself, perhaps. But in a little tin can where all air must be recycled? I shudder to think. ... How did this become a topic, anyway?

722 Replies 1,785,147 Views