Any word on this feature ever being added?
NobillyT
bada boom, bada bing, bada bump
The strong guy left was evil like me so he left me alone To me that is one of the strange quirks in the alignment system. I would think evil civs would hate each other as much as the good ones.
Eveeryone is not killed, only the soldiers are.(and some of the diplomatic leaders) I wouldn't say only soldiers are killed, fighting and bombings in populated areas do result in civilian deaths. But I do agree that the numbers involved in fighting for planets is a bit ridiculous, but hey, it is ju
Have you been able to install it? It's been a few years since I've played it, but I'm pretty sure I played it since 2001 (when I got XP). Let's eliminate the obvious, have you tried running the game in compatibility mode for Win 95/98? Have you tried disabling visual themes? If none of those work, try dos emulator DOSBox, Link It lists MoO2 as being supported by the emulato
Oops, I meant to say manner, not manor in my last post! I tried to edit, but I kept getting errors.
pasty11, calm down. No one is accusing you of being satan, and I doubt you have murdered any Kurds lately (or have you? ) I hope you realize that I'm joking. I agree that constuctive criticism of the AI can be good for the game. But try to understand Brad is willing and trying to improve it the best he can, and it won't happen over night. As I said before AI
What exactly does the trait creativity do?
I'm not a comp. sci. major, more of a general sci/math major, but I took a couple of basic comp. sci and logic classes for fun. And one thing I understand is that programming AI is one of, if not the , most difficult undertakings in programming. Humans are best at using heuristic solutions through abductive reasoning, and the worst (in general) at deductive reasoning. Computers, OTH, use deductive reasoning (the type of reasoning which they are spades better at than humans) and make us
I tend to think that it couldn't for there to be some limit for the XP levels of ships, regardless of difficulty level.
Perhaps a solution would be to not allow them to build starbases, as the seem to not be allowed to build colonies.
Any news on if this lil' feature made it into 1.1?
Dont' sweat it, these forums are kind of hard to work with, due to heavy traffic. Another thing that mystifies me is how to post in another forum besides the main one. No matter what the topic field says when I initially post, the post always seems to go to the main one, weird. However, if you are the original poster, you can change the subforum after the fact by editing your post and selecting the desired location. In your case, edit this post (or any of the other duplicates <img
Did you happen to rush buy a major purchase to conquer Yor? If so, that may have left you more than 500 bc in debt, as the previous poster mentioned. Being over 500 bc in debt forces all tax revenue to go to your creditors, otherwise, what's the point of balancing your budget!
One building per tile. You can demolish most buildings, save for trade goods and superprojects, to open that tile for a new building. Which brings me to one of my few gripes with the game: Once you've built a tech, political, manufacturing, or economic capital, you're stuck with it for the entire game. If a better candidate pops up later in the game, sometimes I would like to be able to demolish one of these and build another elsewhere.
I think that your level of espionage should go down after a while when your relative level of spending drops, especially if you drop spending down to zero. It seems a bit cheesy if this is not the case.
I would like to see more modability in some of the attributes of ships and ship components, like sensor ranges, travel ranges, and (in my best Arnold Schwarzenegger voice) things such as that. I would also like to be able to mod the travel range provided by colonies and star bases, so players could set the game's pacing to their heart's content. That is, slow colonization = short range, rapid = long range.
Well, it would kind of make sense. If you have a starbase along a trading lane, it would definately see some freighter traffic, and would probably get some business.
I know you may have meant to post this in the modding forum, but sometimes (every time for me ) the forum can be a bit wonky. Edit your post and change the topic field to GalCiv II->Modding.
rezaf, what exactly is the consequence on ships with no support systems? I'm having a bit of difficulty envisioning negative range!
Exactly, I am glad to see one of the indie games companies doing well. Big game developers seem to focus on the sizzle and neglect the steak, so to speak. Or rather they focus on flashy marketing, snazzy graphics (which GalCiv2 has by the way), and just seem to make clones of what has sold well in the past. Also, rarely if ever do you see more than two patches, and these patches only seem to fix major bugs while leaving glitches and poor design features in tact. Stardock, on the ot
Yes, thanks for the informative reply. Of course I found this out myself not a few minutes after posting, and said to myself, "Self, how could you not see that file?" But the thanks is still sincere nonetheless. Edit: What I've done is set the tech requirement for Planetary Bombardment in InvTactics.XML to Technological Victory. This effectively removes it from the game without deleting it, as I didn't know if that might cause problems.
Stardock has made an incredible, moddable, and addictive game. However, at the moment, I don't think it is possible to modify the range that ships can travel early on in the game. The reason I'd like to do this is so I can slow the early land grab at the beginning so the largest galaxies the game allows aren't completely colonized within a few years of game time.
I agree with blueman22 that the initial range for homeplanets and subsequent planets and bases makes colonization happen way too quickly. Like blueman22, I too would like to be able to modify ship and colony ranges, but I don't think we can. If Stardock did or could somehow make these things moddable, then I think it would quiet a lot of complaints, as those satisfied with things as they are could leave things be, and those that aren't could tinker with things until they are satisfied.
Hmmm, what I would like to be able to do is mod the game such that it creates galaxies wherein each star system on the map contains at least one habitable planet. The rationale behind this is since galaxies contain stars in the 100s of billions, the only stars you see on the map are those with habitable planets orbiting them.