pdifolco

pdifolco

Joined Member # 608439
0 Posts 2 Replies 630 Reputation

Good job JoB :D ! The mod still allow for a little "too much" TF IMHO...But it's better that the paltry +10+10+20 standard limitations, so thanks !

9 Replies 2,160 Views

The only "ship mod" I did is to swap Corvette (that were big) and Frigate (that were small) entries in the ship list, to have ship sizes matched with ship power... As long as we can't "extract" the ships into tga/bmp/whatever we can't easily "paint red" the ships, all have to be done from scratch.. Unless SD gives away the files, huh ?? :D LOL

23 Replies 2,097 Views

What's the "well-know bug whereby the Research screen completely freezes up if you research something in under 1 turn" ???? In my current game I crank up 3000+ Res Pts a turn (with 500+ bc prod invested), and often build "Next turn" small techs in fields I haven't developed yet (military mostly lol !). Never had any "freezes"... What's the heck ? :notsure:

21 Replies 551 Views

CariElf, Well, that's sad... Do you feel more "realistic" that a government will invest cash on planets to just produce *nothing*, niente, nada, naught ?? Only because they canNOT define investment level by planet, but only globally ??? I didn't ask for cash (that is mostly useless BTW), but anything from planet sliders to "trade goods"/caravans stuff would have been better. After 1 month of discussion and countless ideas given on request, to just decide to do nothing else t

11 Replies 531 Views

Even if it's OT, here are some BOTF resources : Armada Fleet Command http://www.armadafleetcommand.com/~birthofthefederation/ and BOTF Archive http://embark.to/botf

8 Replies 452 Views

At least it would be nice to have mod "packs" that regroup mods (events, improvement, techs, ..) by theme according to the modder'ideas. For the moment we have a disparate collection of very small "mods" (ie 1 event, 1 improvement...)that is painful to manage (ie did I install the last version of event X ? )

7 Replies 1,875 Views

I usually make my wars with them : - 1 AMM costs less than a Dread and kills it .. - A couple AMM costs much less than a developed Starbase and kills it ... - Another couple is often the right way to destroy some very high-defense ships in orbit to be able to invade a planet I really find'em overpowered until Overlords show up in fact ...

10 Replies 715 Views

I'm pretty sure new Terraforming techs can lead to Metaverse score invalidation, because those scores are "absolute", based on player population, morale, etc.., independantly of alien performances - that's how I've understood it at least.. So even if all races can get the tech, the games will then give higher scores than vanilla GalCiv, thus the problem .

20 Replies 882 Views

Malleus, why don't you just create a fansite to host your mods, rather than expecting Stardock to accept all mods, testing them, taking legal risks with copyright infrigement, and so on ? If webspace for hosting is your problem, I can even offer some. If it's web design I can't help much but I'm sure others will step forward ! :) And BTW the SE4 B5 mod has been a work in progress for more than a year, so that no "big" mod yet exist for GC 6 weeks after release is not shocking...

18 Replies 2,602 Views

(dug up the thread and bumped) I'd be really interested in a thorough discussion about "rebalancing" ship values (or even their tech reqs, that seems off for example with StarHawks and Phoenixes)... What about opening a thread in the Mod forum so we can constructively build something instead of just complaining ? ;)

41 Replies 1,438 Views

I'm somewhat disappointed with the way "Terraforming" is handled in GalCiv : as all we have are straight % bonuses, large bonuses can't be used "just" for making some choice planets super-good, but to the contrary rather allow for mass colonization of previously crappy planets... In MoO 1&2 I loved transforming my main worlds into "Gaia" super planets, now I'm stuck with Earth PQ 20-some (excluding some events..), sad :( What would be needed for this are "floored bonuses", that would app

20 Replies 882 Views

I think that what is needed FIRST is a clear definition of what can/cannot appear in the Library and why. IMO the Library should only accept "non fondamental" mods, due to a variety of reasons : consistency of GalCiv concept, Metaverse, copyrights, possible bugs /ctds / incompatibilities, etc.. I've no problem with that as long as it's stated. For all other mods (ST, SW, B5, SE, whatever ) they are to belong to other fan sites, as it's usually the case with "core" mods for games (any, ev

18 Replies 2,602 Views

Vorlin, In my games the AMM are built and used quickly to put out capital ships or important SBs.. I "open the way" for them with high sensors ship to avoid being caught. After they hit I just have to use my "real" fleet to end the war, as the enemy won't be able to stand.. And I'm the only one to use AMMs, but that's at Normal or Subnormal AI level. At higher levels I suppose I will be VERY wary of building capital ships for fear of AMMs. So IMHO they unbalance the game by being

41 Replies 1,438 Views

Frogboy, Even with 20 hp each it takes 4 or 5 Phoenixes to beat a Dread, they still are crap, sorry ! Feargus That a BH is vastly inferior to a Dread does seem right to me - they cost half the price and require less costly tech. Additionaly if used defensively and coupled with BA, the defenses bonus make them able to stand a Dread attack. I've also still a problem with the AM Missile, it kills huge SB very easily and make everything up to Avatar quite useless, as a simp

41 Replies 1,438 Views

And when will have a good attack ship OTHER than the Dread; ie when will the Phoenix be made worthwhile ? :) The 1 Defense and 20 HP really hurt them, it takes 3 or 4 of them to kill a Dread, but they cost 60% of a Dread ! :(( As for attacking SBs, AMM are 500% better also. They should be stg like A14/D3/HP40 to be efficient at their current tech req, price and maintenance..

41 Replies 1,438 Views