The Rusty Gamer

The Rusty Gamer

Joined Member # 664570
4 Posts 16 Replies 11,030 Reputation

I recently got an SSD as my boot drive but it is only 32MB so I moved all my steam stuff to drive D:. Unfortunately it defaults the mod directory to drive C: even though I uninstalled then reinstalled the game. Is there a text file or some tweak to change the mod directory to drive D:? I do not have this problem with Rebellion.

2 Replies 167,878 Views

Here's what I think is missing from this game to make it more dynamic: 1) Having more than 2 political parties up against each other 2) When customising candidates, also be able to customise or create a new political party on the fly without having to create a mod. You should be able to save new political parties like you can save new candidates. 3) The college votes for each state to change dynamically during the game. Not realistic, but would make for more challe

0 Replies 4,763 Views

I'm a little bored with 4X games having a finite linear tech tree. There's no reason why a tech tree can't be infinite, or linear for that manner. For instance, you could always add +1 or more to various attributes of whatever. Have a look at how research is done for Capitialism or Caitialism II. Research is infinite! It woud be great to adapt a system like

1 Replies 13,543 Views

It never has to completely level out in the end; each race's uniqueness could always keep them superior. If every race could, for instance, research up to +30 for a planet attribute by the end of the tech tree, it will still leave the race that started at +20 with +50, while races that started with 0 would only end up with +30. I'm against the idea of a linear tech tree that has an end BTW. I'm all for

12 Replies 31,322 Views

You still have the problem of conquering planets you can't use in Galciv 2 because the other race's technology is more advanced than you when they colonised it. I don't think the argument is valid and having different races use different types of planets in the beginning would make the game more interesting. There will still be common planets that everyone wants for one reason or another and as techs are researched, the playing field is leveled out

12 Replies 31,322 Views

As regards to planet colonization, I have an idea which, hopefully wil be implemented in GalCiv 3. Each race would have attributes for each type of planet - terran, barren etc. Though research, you could increase your race's attributes - for instance, +3 to barren and so on. The planets themselves would have a type (terran, barren, toxic etc) and a basic class number which could be anything from (say) -30 to +10. The way a race sees a planet, the basic

12 Replies 31,322 Views

Ok, I was doing it the hard way - good learning curve though. I redid the whole thing. What I've done now is created a mod that changes "quick start" to "slow start". When you choose your game options you can choose between those two - quick start is gone! Also, I copied and changed every map, not that I know if every map will be appropriate but they're all there. I noticed that some maps have their own override for starting ships etc in which case, the slow start will not be

15 Replies 38,624 Views

Thx ZombieRus5, that's done but just one more hiccup. It's not showing them consistently in the order I want relative to the standard maps. Is there any way to define the order they are displayed in the browser?

15 Replies 38,624 Views

This might be a good thng for me. I've had the game for a long time but am only just getting into it. I need some sitting ducks so I can play around and not be bothered. However, why couldn't the AI know to treat the first planet in the same way as one it had just colonised? Does anyone having a answer to being able to ADD to the map browser while the mod is on, rather than OVERRIDING the maps?

15 Replies 38,624 Views

Actually, I didn't need the entity files for what I wanted to do it turns out. I just had to edit GalaxyScenarioDef and all the random map galaxies. This has been an interesting learning curve. By removing the capital designation to the planet, I was able to remove all bonuses, though you can build the capital first thing if you want. So I now have a MOD called Slow Start. Once on, play on ANY map, and you will only start with one constructor. Play on my edited maps (whi

15 Replies 38,624 Views

Interesting, but it doesn't to start the 0.4 default until I order at last one extractor to be built. I've checked it again to confirm this. Can this be switched off in a mod? Plus all the other things I mentioned in the OP, also perhaps not even have a capital to start with.

15 Replies 38,624 Views

No, I'm not! I've tested it with all versions and every game from entrenchment onwards starts generating the resources the moment you give the order to build an extractor. I ordered it to build a metal extractor only, and it immediately started generating both metal and crystal. Try it! It starts at 0.4 per second and then increases to 0.8 when the extractor is finished.

15 Replies 38,624 Views

I have been flitting between the various versions of Sins and comparing - all three of the original plus Rebellion. One thing I noticed that I liked in Sins vanilla, is that when you started building extractors for the resource rocks, that you didn't actually start generating resources until the extractors were completed. With the add ons and Rebellion, that changed however, in fact I wondered if it was a bug. The moment you give orders to construct an extractor on ANY rock

15 Replies 38,624 Views

I would definitely like to see these things. Adding a third political party (or even more) of your own would be great too. Having a 3 way race scenario would make the game especially interesting. I'd also like to be able to do something like Ron Paul vs Sarah Palin. This can't be done under the current model because you can't change the political parties of the candidates.

2 Replies 6,477 Views

I would like to see an option at the start of the game to allow dynamcially changing electoral college vote values during the game. You could have random events like floods in Florida which causes a mass evacuation. This makes the college votes vlaue drop in Florida and go up in neighbouring states. You see my point. Also a special building such as state immigration/emmigration or certain actions done by candidates could scare people away or draw them in, thus also changing the electoral coll

5 Replies 9,883 Views