I'm just surprised that part of the modding isn't more flexable than that. I suppose we can alter the number of the building type required for each tech easily enough though?
The Rusty Gamer
I already have 2008. Can someone tell what kind of game enhancements exist that would make me want to buy 2012?
How come? Surely that wasn't hardwired in?
A research buildings required multiplier. eg 2x means twice as many buildings are required at each tech of the resarch tree. 0.5x means only half as many are required (rounded up). It's to make it tougher or easier to research.
Rather than having a building which covers two research branches, I would like to see separate buildings for each branch. Is this possible? This would mean hving to build 4 different types of buildings to cover all 4 branches or even 6 if you also include fleet logistics and artifacts as separate as well.
Actually, I'd rather that MOO 4 was modelled on MOO 1 more than MOO 2. Building things on planets like that, similar to GalCiv 1, got boring quite quickly. The sliders things was a lot easier and it felt generally more fun. Take MOO 1, update the graphics to 3D, have bigger universes, maybe more races and be able to customise, an infinite tech tree, and leave it at that.
Banned for using the word "ban" (or variations thereof) too many times in one sentence.
Banned for committing suicide.
As regards to planet colonization, I have an idea which, unfortunately, probably wouldn't, or couldn't be implemented until GalCiv III. 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,
[u]Slow Start 2.0 for Galactic Civilizations 2 - Twilight of the Arnor[/u] Click on the above external link to download. This Mod was written because I've always felt there has been a bit of a problem with too much too soon in this game. Range - Range has always been too powerful at the start and throughtout the game to the point where it doesn't really mean much at all. Colonzie a planet or two and you can just about reach the whole universe. Life support modules on s
How about, if it doesn't find the name of starting ships in the XML, instead of crashing, just don't create them. Then we could create a MOD to pick and choose which ships to start with.
I'm STILL waiting for the option to have NO STARTING SHIPS. How hard would this be?
Could we PLEASE have the option to switch off starting ships!
So...how's progress on 2.0?
I've recently bought both Space Rangers 1 & 2 from stardock. After browsing the net, I see that an add-on for SR2 is due out shortly. Any details on this please like when and how much? the rumour is it will cost $19.95 which was the full price for the original game so that would be a little annoying.
I'm trying to d/l Sapce Rangers + Space Rangers 2 now. I'm having problems with slow d/l speed. It jumps up and down but averages around 30-40KB which is about one tenth of my cable speed. This has always been the case when updating any Stardock games I have - such as Gal Civ 2.
NO NO. I said on the Planet LIST which you can pull up on the left. In particular, when you look at unowned planets, it gives the class but not whether it is a type you can yet colonise. So you can get list cluttered with planets that look promising when you're looking for one to colonise, but only as you inspect them individually by clicking the planet on the list which then jumps you to the location on the map, that you can see on the map that you do not yet have the corect technology for it.
On the planet list, there should be an icon to indicate whether a planet is currently habitable or not based on current technology. At the moment, you have to click on the planet to move to it on the map and only then do you see the giveaway red warning icon. Initial range needs to be scaled down. We get too much too soon. On small galaxies you can already reach most of it at the beginning.
About the tech anomaly thing: What about the anomaly bringing whatever is being researched up to [i]x[/i]% of the full research of the current item. This could actually backfire too. If you have already researched more than [i]x[/i]% it would bring it back to that level (research has been lost due to some disaster or other). [i]x[/i]% could be a random number from 0 to 100 but the randomness could be biased up or down depending on the difficulty level or it could be fixed at approximate
I've been saying for a long time that we should have the option of NO starting ships. So I emphatically support #4.
When are we getting the editor?
When you set a colony ship to auto explore, it should prioritise looking for planets for potential colonisation. If it finds one, we should get a report back on it.
Have buildings unique only to certain planet types. For instance, Undersea Labs for Acquatic Worlds or Toxic Recycling Factory for Toxic worlds.
Maybe it's not a bug then? The potential is for each race to have their own timing for these things since they have individual tech trees. Though I;m preety sure when I looked at the XML, there wasn't a prereq. But it doesn't appear in their starting techs list.
Anyone know what those updates do for the original GC II and DA?