Is this editable in the XML files now? Yes, look for "LifeSupport" in GC2Types.xml. But I'm not sure, perhaps the problem aren't the modules themselves, but the range +x% modifiers (given by techs etc.). Depending on when and how they're applied to ship range, they might be a major factor. It wou
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Okay, I did the test and you're right: There seems to be a 75-80% increase of tech costs between tiny and gigantic galaxies. I compared the research time for xeno engineering, using a custom race without research bonus or starting techs in a tiny and a gigantic galaxy (with everything set to occasional). I don't think this is enough though - if you compare the number of habitable planets in both cases. The best way might be to base tech
I think that ship ranges still are too generous in the game (playing 1.1-Beta2A) - you put one range module (or even none at all) in your ships and are fine for most if not all purposes. This is especially true on the smaller maps, but true enough on the larger ones which I play usually. Researching the later range modules isn't that important either because usually you don't really need them. What I'd like to see is a modest range reduction
I'd happy if there was a tweak to the hard sensor cap as well. Right now it is a bit silly if you throw in a ship with some sensors, the Eyes of the Universe wonder and an eventual racial ability (or party bonus): The values don't add up in any way because of the artificial limit. Makes sensors a thing to care even less about as the AI never beats you to the EotU wonder.
??? Not sure to understand correctly this sentence: the tech cost depends on the size of the galaxy. They aren't the same in a tiny galaxy or in a gigantic one. Are you sure? I was under the impression that they are.
That's an interesting suggestion and I'd like to hear what other thigns: Attack and defense Assist only do the assisting if you have that particular type of weapon. I.e. Iit won't add missiles to a sihp that doesn't have missile. It won't add shields to a ship that doesn't have shields. <br/
So what I've done is make the starbase militaration techs cost more to get to. The first one is still relativley cheap to get to, it's defensive in nature and we still want people to be able to use them to give their home units an edge (or even offensive units an edge). But the subsequent ones cost on par with what the higher le
Gah, everything the AI does NOT suddenly surrender to anyone is a good thing in my opinion.
Nope, doesn't work.
Can we also have the number of races randomised please? Already in IIRC.
You sure you loaded it with population from the planet where it was launched? You need to have pop (= troops) on board to invade. Well, you can't send a transport away without at least "1 troop".
The AI is a bit too agressive here. It should know when to retreat and when to fight. Somebody wrote about it in another thread and I agreed: Maybe there's an evaluation problem regarding the effective strength of ships boosted by military bases. I don't use military bases for some time now, but I remember
Ship designs can be found (and deleted) in C:\...something...\My Games\GalCiv2\ships and \Metaverse\ships.
Good work, WarEagle!
1) Will we be able to change this? 2) Will we be able to buy miniturzation with Race Ability points? I'd like to see logistics and miniaturization made available as racial picks as well.
These Minbari ships are great, Coplann! They look like the originals exactly.
I agree, especially with the initial posting.
*How* does the computer assess enemy power? Does it look at the 'boosted' power of ships in the 'assist' area? Does it know *how* & and *why* ships are 'super-powered' when they are in the Starbases area of influence? I agree, there may be problems in this area. It would explain a lot of observations people
Singularity Driver IV.
The -2000 bc limit will be gone for the higher difficulty levels in version 1.1. It's up to you to abuse it right now, by the way.
I disagree with Sparhawk that the AI has not improved with 1.1. I'm not using military starbases, so maybe there's a problem regarding the AI dealing with them (or perceiving them as dangerous?), but I've seen a couple of aspects where the AI acted significantly better in my opinion: Namely building faster ships, developping its own starbases better and research in general. The most important AI problem regarding my playstyle right now is that it likes
This sounds like an old bug. Are you sure you're playing with the 1.1 Beta? As a work-around, the resources should be back when reloading.
It seems to be the first beta patch, the second isn't available stand-alone AFAIK.