[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
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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.
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.
Check out their fantasy 4X game, Fallen Enchantress. It's even more moddable. Although it's still in beta phase.
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
I don't think Kryo's mod is for Twilight of the Arnor. Maybe that's the problem.
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.
I don't really know where to ask this, so here it is: Is the AI capable of using strategic spells correctly? Can I expect a pissed-off sovereign to come and obliterate my cities with Curgen's Volcano for example?
SUGGESTION : Add a feature to resource mines (clay quarries, wheat farms etc.) so you can choose which city that resource will be associated with. But add a maximum distance or a penalty dependent on distance. Pretty much how asteroids work in GalCiv2.
[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
Also the same old, repeating and annoying combat sounds are still there. That same "ugh!" every humanoid makes when it takes damage, from WoM. But I guess that's what Beta 5 is for. Otherwise, looking very very good.
[quote who="Voxhumana" reply="7" id="3203681"]Aug 2012 and I just bought my first copy. So yes, new players are still arriving.[/quote] So what's your first impression? :)
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
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
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
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
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
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.
I've added all 3 basic weapons. Just add this in GC2Types.xml: [code="xml"] Space Missile M 1 16 4 20 1 Stinger0 An ordinar
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
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?
I checked myself. TotA 2.04 does not crash when the dread lords appear. At least not when using the CTRL+Y cheat.
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
That happened in vanilla or using Tolmekian's mod? Either way, it wouldn't be the weirdest thing...