jecy99

jecy99

Joined Member # 4773157
5 Posts 20 Replies 9,060 Reputation

Ok you guys... I will try that polish fix mod.. If you guys are right about somethings being pretty borked, I think i should try the polish mod.. The APT1, does sound more like fixes vrs real big changes, so i hope i like :) I will start a new game today and see how it goes! Btw, i have read about both your mod's and they both have things i like, even if

45 Replies 51,288 Views

ohh that i do not know... all i know is when i checked the planets early, and was making a fleet, it had colony, and constructors.. By the time i got around to attacking, which i made take way way to long, they had spore ships, which i just assumed they upgraded. Basically because i think they had about 5-6 of them, and that was about what they had for colony ships

7 Replies 13,709 Views

Ok, so i have noticed this a bunch.. Game is going along, most planets are colonized that can be with out terra-forming. Yet Civ's with no tech to colonize extreme planets, still build colony ships, and constructors to do nothing but sit in orbit. I always wondered why it did not put more emphisis on small ships, that could attack/defend.. *edit.. After later going back to these same planets, they now have all been upgraded in to

7 Replies 13,709 Views

If i owned that system, i would install win 2k.., DX9, and some older vid card drivers.. (my old system has an ATI card, which seems to run everything i own) Running win 2k, you should have no problem with anything from 95-2005 outside of some very rare instances. For me the only thing it would not run would be a very old Rouge squadron disk, that will only run under win 95. Awesome game,

6 Replies 25,570 Views

yes, exactly.. another thing that crossed my mind was cost.. Shouldn't it cost more to build a colony on an aqua world, all structures being underwater.. verse a normal world, that does not even need terra forming? but onto that side, what about unique buildings, and techs to improve the variety of planets.. Solar farms to improve barren worlds, Or air scrubers on toxic worlds.. ext. It just seemed to simple to

7 Replies 47,326 Views

i was reading a interview about the devs focusing on the sandbox, but there will be a single player campaign. The game has potential to make a great tool for story telling. A deeper political game, and story flags could really go a long way to giving the players that want to create stories a huge step forward. One thing i found lacking in GCII, (at least the few campaign missions i played) Was your goal was, said at the start, (capture X planet) then that wa

2 Replies 16,520 Views

I know they have mentioned things about improved art and such. But one thing that i think could be really improved in GCIII, is making planets more unique. Size, color, moons, asteroid belts, rings.. perhaps dual planets, orbiting each other, while orbiting the sun.. So much could be done beyond the look, to make planets unique. I have to wonder if they have thought about adding to this aspect of the game. Everything from Hot barren worlds, to cold icy

7 Replies 47,326 Views

after pondering this for a while, i also came up with an idea about mining, and finding things to mine.. Survey ships, to find resources you should have to have these. Having to scout more, survey planets, and take time doing this should be part of it. Verse, ohh look an asteroid, let me mine it. Give a reason to be a more science based race..

46 Replies 149,802 Views

[quote who="qrtxian" reply="7" id="3418794"] Quoting jecy99, reply 4I have seen people talk about separate AI's does each race have a unique AI? There are 4 basic AI personalities: 7 (used by the Drengin, Yor, and Korath), 8 (Terrans, Drath, Thalan, and Krynn), 10 (Torians and Iconians), and 11 (Altarians, Arceans, and Korx). Each race has its own variant on the basic personality, but no one seems entirely certainly what the precise differences are - the big ones ar

45 Replies 51,288 Views

ok,., here is where i found a file.. C:\Program Files (x86)\Steam\SteamApps\common\Galactic Civilizations II - Ultimate Edition\Twilight\MetaverseData\English\RaceConfig.xml is this the correct file? i did find the AI personality thing, 9 down. 0 Terran Alliance 50 The humans recently joined the interstellar club with th

45 Replies 51,288 Views

that is good to know you can just reload, as the events are random.. that said, the event would not have been as bad, had i not spent hours trying to flip planets with influence. I should of just made ships and invaded to start.. they were a friendly lot, at least to me.. but with the amount of planets they flipped, there was no way i could win a culture game with out getting rid of most of the ones they took over. Basically the event was super bad timing. &

6 Replies 12,933 Views

i did some searching but the only file i can find is one called raceconfig.xlm But it does not have I must not be in the right spot.. what is the file tree location? there are a bunch of Data folders, but i can't seem to find the one i need..

45 Replies 51,288 Views

[quote who="SirKs" reply="36" id="3419119"] What if planets simply had two designations of class? Planet Dingo IV Class 14/8 Planet Dingo VIII Class 3/15 First number could represent the colony class side and the second could represent the mining class side. Would force players to carefully consider which direction to take a planet. [/quote] &n

46 Replies 149,802 Views

I was just expanding on the idea of mining is all. I used Class 7, as a the upper limit to mining worlds basically as a balance reason. I was brainstorming about how you could do different things with a mining/resource mini game. How would the worlds be different. giving choices on what to mine, how to mine.. ect. I just picked 7, as that is about average between high pop, and low pop worlds.. As it is now, you see a class 10 or 15, or 20 and get excited right? dual

46 Replies 149,802 Views

I can under stand that, but it just feels like even the aggressive races, do not take much advantage of a next door neighbor that has left themselves wide open for invasion early.. it just seems like powering to 5-10 planets, almost is always better, because the chances of being invaded in the first 52/104 weeks seems remote at best.. Maybe i just have not played enough GCII.. But it feels like as a very aggressive neighbor, why would i not at least make some ground invas

15 Replies 104,180 Views

[quote who="Lucky Jack" reply="29" id="3418685"] Quoting jecy99, reply 25I would even go as far as saying, anything under Class 7 Why not be able to mine any class planet, then you have to choose between increasing your empire's population and your empire's available resources?[/quote] Well my thinking on this would be make those higher end planets before terra-forming, sort of the main habitable worlds, and to balance around that spawn..

46 Replies 149,802 Views

So part of the issue could be my map settings? I like stars with habitable planets spread out.. Playing larger, less populated maps.. I have seen people talk about separate AI's does each race have a unique AI? any suggestions about map settings? Perhaps only play with a few AI's on smaller maps? Or fewer AI's on larger maps? My thoughts were playing with 6-9 on Huge maps, making things more populated for action, but that does not seem

45 Replies 51,288 Views

ahh i see, so these are what is known as mega events.. I guess now i know you can't flip their planets.. so yea it would of been pretty easy to take them back first.. though as luck would have it, my populations were struggling due to some virus killing people.. so when all was said in done, it cost me like 2/3's my population to take the planets i needed.. Yikes!

6 Replies 12,933 Views

I have played a bunch of games with these guys now.. they rarely get over a couple planets, and for all intensive purposes, never amount to anything. Is it just a total luck of the draw why these guys have been doing not so well or is there more to it? I have found both them and another evil race, to be not all that tough, and i typically spend most of my time trading, and helping them.. just so i can slow some other races down.. the drath, torrians, and iconions, a

45 Replies 51,288 Views

@eric[quote who="Ericridge" reply="6" id="3418562"] I'm off to kill torian dead once i get troop transports researched and then quit Galciv2 for good. [/quote] After playing the other night, and working on flipping planets, I found that it you really need to have a pretty high influence. You must research those Diplomatic techs, that boost influence, so you can add modules to space stations. T

12 Replies 19,138 Views

I would even go as far as saying, anything under Class 7 could become a mining planet. Randomize resources that can be mined.. (not every planet should be able to be mined, But i am saying a chance to be could be a really good thing. I would like to have to think.. hmm a class six that would make a really good money maker, or a small research planet.. But it also has a wonderful resource that could help in the long run for trade, or for produc

46 Replies 149,802 Views

I wonder about diplomacy. I really am hoping they take that to the next level. It has me thinking about defensive pacts, and friendship, and un-claimed territory. Personally i always thought the colony expansion process should be slower. On smaller maps especially but even larger maps can get filled up rather fast, really before any decent fleets are built. It has me wondering if perhaps diplomacy can be part of the a

15 Replies 104,180 Views

[quote who="WIllythemailboy" reply="54" id="3418476"] Quoting jecy99, reply 53eating up maintenance, Why would you assume fighters don't have the same maintenance cost as anything else?[/quote] Well i would certainly think a tiny fighter, would hardly take up as much maintenance as a normal ship that could hop from system to system,.. Perhaps you could use Tiny ships, and create "wings" Say a wing i

83 Replies 397,108 Views