Does anyone else think that the game's very mechanics don't work at all with many opponents? I have a Galaxy on Insane with Abundant Systems, Habitable Planets, etc... and yet there still isn't enough planets, resources, space, etc... for even 20-40 factions without things getting retarded. I find that using high number of opponents doesn't work because the game does not have the resources(planets, systems, etc...) to support them. I'm playing with 40 factions with
Lord_Proteus
I am convinced that the AI cheats and is not affected by things that the player suffers, like discontent. The AI also seems to play like an AI programmed for the task of "making the player lose" rather than being programmed to act like a space-faring civilization. I also question how the AI's even on Beginner can churn out tons of builders, colonizers, etc... yet still do other things. I'm playing now and I can only really do one thing at a time because the mechanics don't allow m
What is with these idiot thread titles? Personally I find that using high number of opponents doesn't work because the game does not have the resources(planets, systems, etc...) to support them. I'm playing with 40 factions with Insane Galaxy Size, Abundant Systems, Habitable Planets, etc... and there just isn't enough space and resources to go around, everyone has a couple of systems and spends so much time competing for things that you can only have one but lose all the others.
I think might give the Collectors, Yahg, Protheans and Reapers a try at some point, if someone else doesn't do it before me. I'm also trying to come up with some crossover lore regarding all these races place in a fictional setting where they all exist together. Like in the Hanar background info, I say their religious philosophy has grown to include any ancient proginator races known to have uplifted, aided or nurtured younger races during their evolution, including The Old Ones from
Here's my Hanar Illuminated Primacy thus far. No custom background or ships, though, used a generic logo. If you or anyone can improve them then go ahead. [URL=http://s752.photobucket.com/user/Evil_Emperor_Proteus/media/Hanar%20Illuminated%20Primacy.png.html][IMG]http://i752.photobucket.com/albums/xx164/Evil_Emperor_Proteus/Hanar%20Illuminated%20Primacy.png[/IMG][/URL] https://www.dr
[quote who="Sorentoft" reply="14" id="3557774"] Quoting Lord_Proteus, reply 13 Giving the Hanar pic I was using a Transparency job is proving very tedius and time-consuming, mainly because of the tentacles and the silvery sheen of their bodies combined with the illumination of the background making it hard to see where the
Could I interest anyone in some Space Orks from Warhammer 40,000? A bit crude, but they function for now. No custom ships, though. [URL=http://s752.photobucket.com/user/Evil_Emperor_Proteus/media/Space%20Orks.png.html][IMG]http://i752.photobucket.com/albums/xx164/Evil_Emperor_Proteus/Space%20Orks.png[/IMG][/URL] DROPBOX https://www.dropbox.com/s/o9n65lr7h0bd9dr/Space%20Orks.rar?dl=0
Giving the Hanar pic I was using a Transparency job is proving very tedius and time-consuming, mainly because of the tentacles and the silvery sheen of their bodies combined with the illumination of the background making it hard to see where their actual body outlines ends and the glow of the background begins. here is the portrait I used in GCII, though. http://i752.photobucket.com/albums/xx164/Evil_Emperor_Proteus/hanar.png
[quote who="00zim00" reply="36" id="3557710"] The more out there available the better [e digicons]:P[/e] Also have to say getting a good pic of the breen was a pain in the butt >.< ended up composting 2 different breen images over the top of each other to make it work and still have high rez. and naturally there is no backgrounds out there for them so just found a cool ice planet background with "liquid hydrocarbons" oceans/lakes. Better then nothing i thought [e digic
Arg! I literally just finished my own Breen Confederacy and now I find someone else all ready did it! >_ Anyway, I all ready have a few resources for Star Trek races I made from GCII, I will post the one's you don't all ready have. THOLIAN ASSEMBLY Tholian Portrait http://i752.photobucket.com/albums/xx164/Evil_Emperor_Proteus/tholian.png Tholian Logo <a href="http://i752.photobucket.com/albums/xx164/
I was considering making a thread similar to this myself, but focused entirely on simply adding factions. I'm not so much concerned with giving them unique tech trees and such as I am simply having them visually represented in the game. Here are the races I plan on adding, but a group of us working together would make it much easier. I actually all ready had most of these personally made for myself in GCII, but I lost most of the materials I used when I reformatted my computer. &n
[quote who="Sorentoft" reply="8" id="3557374"] Do you have any suggestions regarding the Hanar and their logo? Maybe the Drell as well? I would love to add them, but I refrained from doing so due to the logo situation. Also added installation instructions! [/quote] I just used a Logo I had lying around all ready that I thought suited them. I don't remember which one, though, it was either a stock logo from the base game or one of many that
Where do the XML files go? Also I made these races myself in GCII, including the Hanar. I lost a lot of my stuff though after reformatting my computer, including my warhammer 40,000, Endless Space and Sins of a Solar Empire races. Remember to back things up folks. :( http://i752.photobucket.com/albums/xx164/Evil_Emperor_Proteus/Races_zps0919060c2.png
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.
Ah I see. Oh, and here is a snippy of some of the races i am working on right now. Added Star Trek and Mass Effect races so far, need to get around to Star Wars and others. It all mostly depends on if I can find a decent image to represent them... [IMG]http://i138.photobucket.com/albums/q248/Evil_Lord_Proteus/Races_zps0919060c.png[/IMG]
Hmm, i think I understand, but maybe not, because I find this weird change completely irrational. Why did he split them up? Anyway, below are some of the Tech's I added for my faction, and I intend on adding versions for the other races. Basically I've added the following research branches, each race having their own versions. For example, in the "Equipment" tree, the Drengin will have the "Psychic Agony Matrix" which is built into their helmets and sends any pa
Personally I would love for the custom race designer, game editors(tech tree editor, etc...) and diplomacy to get huge improvements. I like the United Planets as well, and would love for that to have more options, like being able to commission meetings, votes for ceasefires, etc...
In-game there is already an Advanced Colonization Tech, The first tier of Extreme Planet Colonization tech's are attached to this Advanced Colonization Tech in-game, yet the Advanced versions are by themselves, yet are listed in the Tech Tree editor as having the first tier of Colonization Tech's as their prerequisites, i cant think of a logical reason for them to be separate, if the editor says they should go after their prerequisites, why dont they?
I already did, and somehow an edited Tech Tree is now working with the Weapons Fix mod. However, the thing with the two ranks of Advanced Extreme Planet colonization have divided again, despite this not happening when I used the Weapon Fix mod before.(it was Tech Tree Fix that originally did this.) I will continue to try to take it further to see anything happens again, though I'd still like to know how to merge the two Extreme Planet Colonization Tech's again.
After trying multiple mods, I decided to switch back to the merged mod(which was previously working perfectly even with my custom Tech's) but to my surprise I now find the Tech Tree is filled with bizzare entries that should not be there. I feel my switching between mods may be somehow causing havoc to the tech tree's, so im considering reinstalling the game for a blank slate before trying again to see if that lets me use my custom Tech's without errors. Whe
It already runs normally, it's only when I use an edited TechTree that it crashes. No disrespect, you're trying to help and all, but where you guys reading what I wrote earlier? My custom race, and the custom races I have the AI use, run fine even with the mod active, it's when I apply an edited TechTree to anything that causes it to crash. I even took an existing TechTree and simply renamed it, and it still crashed the game when I tri
Debug Message: Version v2.04 Twilight of the Arnor last updated on: Tue Nov 1 11:59:59 2011 Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.********* System Info Time: 1/7/2013, 11:35:19 DirectX Version: DirectX 11 Machine Name: CHARLTON Operating System: Windows 7 Ultimate 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.120830-0333) Languages: English (Regional Setting: English) Sys
Where do I find said Debug.err file?
I cant find a save game folder, but I do see the custom race xml files in the MyDocuments/MyGames directory. Do you mean I have to, like, delete them or something? Because that would suck. EDIT: I tried deleting the custom faction and making a fresh version, and applying a new custom tech tree to it, and the game crashed again. The only change I made to the Tech Tree was that I added a new Tech with the GalacticWarfare tech as it's prerequisite.
Hmm, I just tried the Tech Tree fix mod by itself and it wont let me use custom tech tree's, not even with custom races, i just get a crash when a new game tries to start. Drat. I thought it might have been because the mod uses a new set of modified TechTree files in the mods own directory, but I tried making a new Tech Tree, that was actually just a copy of a pre-existing factions Tech Tree just renamed, and it still crashed. Anyone got any i