[quote]Also, The Alterians offered to "trade" RANGER technology for... nothing. Did they mean that as a gift? If so, they used the wrong verbage if not they didnt ask for anything back from me. [/quote] I've noticed the opposite quite often as well, where they offer a 'trade', but don't offer anything on their end. I'd always assumed it was just their way of making a demand, but isn't there separate language for that as well?
Bard of Prey
Do you have any idea how the random change is calculated? I've noticed that it's often larger than the value in the file, so that small negatives become positives and vice-versa. Highly annoying... >:(
[quote]The tech tree from GalCiv 1 will be thrown out for GalCiv 2. In GalCiv 2 it'll be much much more straight forward with 7 or so schools of technology that operate in a very straight forward way.[/quote] Will it be somewhat easier to modify this time around? Modding tech is really the backbone of modding in a game like this... half the other elements depend on it. I think you'd see a lot more, and more extensive, mods for GalCiv if there were fewer difficulties in changing the te
[quote]Well, let's not be so noble that we allow those aliens to get away with stuff that you can't. In my last game, they flipped my planet, then demanded that I had over my SB next to the planet, then demanded that I remove my ships from "their" sector. No sure how this any different than taking their money first and then their planet. [/quote] Actually, your example is pretty reasonable in terms of diplomacy. They may have acquired the planet in a sneaky way, but then sa
[quote]maybe there is a bug.. where ALL survey capable ships are checked.. not just each empires ... ie: if another empire is already going to an anomily then maybe ALL other survey capable ships (no matter what empire) stops going for it..[/quote] I thought so too at first, but the incident I described (and others I've seen) happened right near the start of the game on a large galaxy. There couldn't possibly have been enough survey ships to target all available anomalies. [
How about a period of enforced peace, as part of the negotiation for a peace treaty? In other words, when you sign a treaty, you agree to end all hostilities for a fixed period of time, and you simply can't declare war again before that time expires. Alternately, you could implement the enforced peace as a UP law, so that if you really wanted to break it you could, but only by leaving the UP. The AI would be coded to recognize this when it considers alliance obligations, so yo
I don't know if the AI uses the same auto-survey routines that we do, so it may or may not be related to other auto-survey issues, but I've noticed that AI survey ships seem really blind in this version. In my last game, one of my scouts passed an AI survey ship sitting right next to an anomaly. There was another anomaly about 6 parsecs away. That ship sat in the same spot for the next 10-15 turns while I sent my own survey ship over to snag those anomalies, and it never moved.
[quote]Everything works perfectly now! It saves and load exactly like the original ^_^.[/quote] Congrats! :CONGRAT: It sounds like you're making good progress.
[quote]Also you could have lesser missiles sooner in the game.[/quote] Actually, I'm making a mod that includes those as well as a bunch of other stuff. :)
Thanks again. :D For some reason, I thought it would be hit points, but the description wasn't very clear. I wonder if it's modifying the base values separately from the global abilities, and that's why it doesn't appear to act directly on the final values?
[quote]I liked the idea of some ships being system defenders only (and thus cheaper) but unable to move out of the syste. [/quote] I actually had an idea a while ago for putting carriers into GalCiv, and then restricting fighter-type ships and missiles to a range of 0-2 (from a planet, starbase or carrier), for much the same effect. I'm not sure it would work quite the same way for GalCiv 2 though...
Well that's interesting. Thanks a lot for the explanation! :) Hey, while I'm thinking about it, here's something I was wondering about and haven't had a chance to test yet... what exactly is the effect of the 'Starship' ability? Which stat(s) does it add to?
[quote]Do you set the individual tax rate for each planet, or is it just the same for all of the planets.[/quote] You set the tax rate for the empire as a whole, in the Domestic Policy screen. You also manage your spending and so on from here, to keep yourself out of debt.
[quote]We plan to have a way to upgrade ships enmasse using a governors type interface. ... Throw in a little extra UI to let people filter which ships would be affected and voila.[/quote] Wow... so you're pretty deep into the 'conceptual phase' then...? ;) Actually, it sounds really good, and my first instinct is always to look for the flaws. The more I think about it, the more elegant it sounds. Good job. :) @Matthew Downie - MOO1 didn't have much use for
[quote]I didn't even know there were tech reqs for this. But it does make sense [/quote] I'd have even put in requirements for some of the others... like Core Detonation for instance, but that's just me. I was fairly disappointed to find that I couldn't expand the tactics with new ones based on higher tech... :(
[quote]I am actually happy with that, Alex or Cari always builds the Diplo Trans before anyone else in my games, usually around turn FIVE[/quote] I know how you feel. I tried in one game to get to it first... with 100% research straight to it, planning to lease it immediately. On the turn that I got the tech, one of the minors finished the trade good... and I think that was on 'Normal'.
[quote]No not really.Minors do not give you cash in trade but still expand and build trade goods and wonders. I find minor a factor in the early game only.[/quote] I thought that was a bug. I don't have AP myself, but the release notes indicate that the minors aren't [i]supposed[/i] to be building wonders and trade goods. [quote]From what I read charging for starbases is only a minor challenge for the people exploiting them.[/quote] If the goal was to make it more dif
[quote]I just had a thought. It would be trivial to have a function to import movies like avi, mpeg, divx etc into gal civ sprites. That way you could easily make new anomalies and sun animations. Just render them in lightwave or max voila, you're done![/quote] That would be cool to have as well. Anomaly models were one of the first things that I thought to add (there are 3 unused types, but 2 of them seem to be missing models). I think I might even have a copy of Animation Shop (I kn
[quote]BTW, another thing we want to do is something I don't think MOO allows: Custom SHIPS. Not just custom classes, but the ability to have each ship be customized with what it's equipped with. I was imaginging scenarios where once in a great while interstellar traders from other galaxies might travel through selling some advanced weapon or defense that you coudl buy and put on a single ship to give that ship some special advantages over others. Kind of like in an RPG where one pe
If the starbase cost is your major gripe, I could whip up a quick mod to deal with it for you. I'm afraid not much can be done about the minors on that front though... I've complained about that myself recently. They've been nerfed somewhat for AP I hear, but I think we're stuck with them in vanilla GC... at least for a while.
[quote]I believe the only way to go to an old version is if you chose to manually archive old versions through Stardock Central. If you didn't you probably can't. [/quote] It still might be possible to fix the problem manually though, since the update from 1.19 to 1.20 was pretty minor, and this issue seems to be tied to the new data file, not the code or the save-game format.
What's causing your problem is the addition of two new buildings... as near as I can tell, this screws up the ordering of whatever temporary table the game is using to track which improvements you have built and/or available. Assuming you didn't re-save the game (you didn't re-save the game, did you?), you might be able to fix it. Try manually editing Achievements.IMP to remove, or comment out, the last two entries, StarbaseSupplyer and SupplyCapital. I've never tried it, but
[quote]Oh, I see, someone else who thinks that Moo1 with better AI and some bugfixes would be the best 4x game ever! [/quote] I'm not even sure it needs that. I don't recall any major bugs (from the most recent patch anyway), and the AI was actually pretty good for its time (much better than, ohh say... either of the sequels). It does 'cheat' with significant bonuses on the harder levels, but it also does some fairly clever things... like change its ship designs to counter
This has presumably been around for ever, but I haven't seen it mentioned anywhere... The following techs list "Production" as their ability, but this ability doesn't exist. I assume that these are supposed to read "SocialProduction": NanoMining HighDensityMetals BistrontAlloy AdvancedSlavery Also a long-standing bug, and I'm pretty sure a known issue, but the tech requirements for invasion tactics don't work (all invasion tactics are available without tec
[quote]It seems your wish has already been realized : "1.49C beta + Minors are no longer allowed to build wonders or trade goods "[/quote] Why those sneaky SOB's... they did that just to get me to buy AP didn't they? ;p