bbr91

bbr91

Joined Member # 4115682
0 Posts 51 Replies 1,150 Reputation

[quote who="joasoze" reply="1" id="3221856"]Usually when this occurs, you will find a unit running in place somewhere. Click this unit and give new move orders, and this should clear up the problem. Needs to be fixed before release.[/quote] Yes indeed there was a unit running in place. I didn't think it was the problem. Thank you! Still needs to be fixed. [quote who="NetNomad" reply="2" id="3221876"]It can also happen if you have an idle city.[/quote] I h

4 Replies 3,192 Views

When I wanted to end the turn, the button was greyed out, and hotkeys didn't work either. I remember this was an issue with GalCiv 2 also at some point. I didn't have any idle units. I just quicksaved, restarted the game, and upon loading the save, the turn button worked as normal, so providing a save game is useless.

4 Replies 3,192 Views

So I cast Firestorm then Pillar of Flame on an enemy army during the same turn, and the last spell leaves the army with 0/142 HP. but they don't die. The next turn they just heal and when I look at them only a couple of units disappeared. I have repeated the process the next turn and the same thing happened. Here's the save game . Just cast Firestorm on the Ogre's Army near Medden's Cross to see the bug.

4 Replies 2,594 Views

Check out their fantasy 4X game, Fallen Enchantress. It's even more moddable. Although it's still in beta phase.

15 Replies 9,881 Views

I'm sorry if these issues are already known, but I only got my beta yesterday and I'm experiencing some slight performance issues on my first game and I thought I should do my part for the beta testing process. 1. FPS drop . I should start by mentioning I have an Nvidia 9600GT card with latest drivers, running at 1920x1080. It's a decent card, it does its job in games far more prettier than FE. While in 3D mode I usually get

98 Replies 221,134 Views

Yes! Paradox games! When you catch a Steam sale, get some, they're awesome. But only if you're into politics, diplomacy and grand strategy. They're pretty realistic, so conquering the world is not really a feasible goal. Their games cover every era from the Roman Republic to WW2. Definitely something to check out, but it's a completely different experience from GalCiv 2.

26 Replies 120,679 Views

[quote who="Warspite" reply="9" id="3205064"]Through the years more and more 4x games are released and I realized that GalCiv2 w/its expansions is still by far one of the best out there. Although there were some good games released, nothing has really compared to it. @Voxhumana man you been missing out, well I hope you are prepared for many sleepless nights. [/quote] You are so right. While Endless Space (being hot news now) has potential and appeals to many people, it lacks the

26 Replies 120,679 Views

Defense Grid - The Awakening Rome Total War with all expansions Medieval Total War with Kingdoms The Infinite War Battle Pack for Supreme Commander 2 X3 Albion Prelude (with cumulative discount I think, because I also own Terran Conflict) The Total War games I got mostly for the Europa Barbarorum Mod, since I can satisfy my needs for historical play with the Paradox titles I own (Rome Gold, EU3+all expansions and Victoria + AHD). I was tempted b

26 Replies 69,032 Views

Actually at one point, when it was 75% off, it was the 3rd most sold game on Steam. Hey Brad maybe when you have a weekend away from Fallen Enchantress you could quickly put together a patch for GalCiv, you know it needs it! Small things like wrong technology categories, too low AI values for some techs, and maybe teach the AI to make proper use of influence starbases. I'm sure you're also aware that the AI can only use the first 100 starbase modules in the file. We st

26 Replies 120,679 Views

Perhaps I could ameliorate the problem by making the Yor and the Korx slightly more evil (with 10 points perhaps). Maybe then they'll more readily intervene to help the Drengin and the Korath. EDIT: The Korx are actually as evil as the Drengin... There's an equal number of good and evil races actually. I'll make the Drath neutral and the Iconians slightly less good :) On an urelated note, has anyone seen the AI actually use influence starbases efficiently? I've

722 Replies 1,789,434 Views

The Drengin AI (which is 7) is also used by the Yor which many times do quite well for themselves. A few times they emerged as the dominating race actually. The Korath, which is the other race that uses AI 7, are usually not so fortunate. But if they get their spore ships going they become a real threat. EDIT: I did a play-test with the Drengin AI set to 8 and it behaved pretty much the same. The problem is when good and neutral races gang up on them. Sometimes the Korath jo

722 Replies 1,789,434 Views

I played two test games up to 2 game years each and everything looks good in regard to the weapons. Not everyone uses those basic weapons, but the AIs seem to arm themselves earlier. Even the Arceans and the Altarians which were getting left behind most of the time in weapons technology, even if they don't have them, they'll quickly research the techs and build some sort of defense ships. This is working quite well overall. I am using vanilla AI personalities and I've bala

722 Replies 1,789,434 Views

The Drengin never win anything anyway. Even with the economic and research bonuses I gave them, they wouldn't be able to survive for long, as the neutral and good races gang up on them. So if they're able to actually invade a planet, good for them. It's just that when they get in a war, everyone jumps in to stop "the war of aggression". So I let them be powerful at least, so they pose an actual challenge. After all, that's their thing, military might.

722 Replies 1,789,434 Views

Can you please do that now? Or tell me how to do it myself? Where do I get these basic weapons from? I "fixed" the starbase modules issue today. Since the AI could only see and use the first 100 modules listed, I reduced the list to exactly 100 modules. I mostly reworked the military modules, reducing their numbers, increasing their power to compensate and also reintroducing starbase modules costs. Free influence starbases just didn't seem right. Also I kept the Terror Star module

722 Replies 1,789,434 Views

Nice catch AILST. Both your options are viable, but b.) is easier to implement I think. Give it a try and let us know how that works. I will too. I'll set the AI value to 40. EDIT: Oh I see you fixed it already :) But doesn't this force everyone to use mass drivers in the beginning?

722 Replies 1,789,434 Views

Yes indeed you are right. I've looked at some other races too and indeed the Space Weapons tech is categorized wrong. I admit, vanilla is still buggy then. I'll go back to my modified version of Tolmekian's mod. I actually tried your mod too, MarvinKosh, but I didn't like the way the techtrees are organized, I'm sure it works well for the AI, but it's a little too difficult for me to grasp. Tolmekain's mod is great because it retains the vanilla f

722 Replies 1,789,434 Views