NobillyT

NobillyT

Joined Member # 666130
0 Posts 1 Replies 137 Reputation

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.

11 Replies 8,911 Views

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

13 Replies 16,251 Views

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

7 Replies 24,986 Views

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

78 Replies 48,333 Views

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

78 Replies 48,333 Views

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

3 Replies 5,197 Views

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.

7 Replies 6,730 Views

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.

16 Replies 13,041 Views

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

10 Replies 11,955 Views

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.

17 Replies 12,471 Views

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.

4 Replies 4,968 Views

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.

47 Replies 37,143 Views

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.

8 Replies 7,967 Views