Bard of Prey

Bard of Prey

Joined Member # 675073
0 Posts 0 Replies 27 Reputation

Interestingly enough, I'd say you're both right. Most higher tech ships do have a higher cost, so in general you won't get them all out the next turn (although you could, if you simultaneously jack up your Military spending). The AM Missile is the perfect counter-example though. A Battleship costs 500, and an AMM only 300 (even though you don't get them until Dreadnought tech), so if your battleships were around half-way complete, you could switch them all to AMMs to get them

12 Replies 655 Views

[quote]Actually, I have. When my girls were small. Now, maybe they gave it to me because I was their father, but they eventually got even by crying for help - and their mother came running. Now, I would reather deal with the baby than the angry mother [/quote] Heheheh... that's one of the things that makes it so dangerous... :D [quote]BTW, I had the same experience with a minor. I didn't check to see if a major was allied to it, and the major came running and wopped me acro

32 Replies 1,087 Views

[quote]I noticed this also. Early in the game, when you check to see what techs the AIs have, the Drengin almost never have any, ie. you have more than they do, while the others have tons more than you do. Also, their military shoots sky high very early. This forces me to research Corvetts early so I can avoid paying tribute to the fuzzy bear [/quote] Thanks. That's good news (it means my mod is actually working... finally :CONGRAT: ). I had a feeling that might be the case,

2 Replies 180 Views

[quote]They get one advantage at every level - they know which the yellow stars are. Still, if you take +1 speed as a bonus, and set spending to 100% colony ship building, you should be able to expand as fast as most AIs.[/quote] Oops, forgot about that one. Thanks. :) Another thing I meant to mention was that if you find yourself getting lousy starts, don't be afraid to hit Control-N, and try for a better one. The purists may mock you, but who cares?

285 Replies 17,065 Views

[quote]Why shouldn't the minors be able to build trade goods and wonders? Great works of science and culture were often achieved by small but wealthy Italian city states. [/quote] I had a feeling that preventing them completely would strike many people as too severe, but I figured I'd toss it out there anyway. I wouldn't mind seeing them 'nerfed' in some other way myself. Mostly, it strikes me as counter-intuitive that minor races are actually stronger than 'major' races in th

32 Replies 1,087 Views

[quote]The same bug that has been with this otherwise fine game since it started. The computer players get too much of a headstart.Always get huge empires at start of game that is impossible to do for a human to do.If I played Kasperov at chess I would probably lose. But we would both have the same starting conditions so wouldnt feel screwed like with this game.[/quote] What difficulty level are you playing at? The way I understand it, the AIs only get bonuses at the very highest level

285 Replies 17,065 Views

So far in 1.19/1.2, I find that the 'minor' races are anything but. They seem to research, colonize and build a lot faster than any of the majors (I haven't graduated to maso yet, but this holds true with all AI's at Bright-Intelligent). Plus, they're absolutely ruthless about rush-building trade goods and wonders. In my last couple of games, the Alexians or the Carinoids grabbed pretty much every early wonder and trade good, long before anybody else even had a shot at them. <br

32 Replies 1,087 Views

[quote]Right. Any file that you put in the mods folder or one of its subdirectories will replace its equivalent file. If there is no equivalent file, it gets loaded like a normal file. [/quote] Am I missing something in this explanation? From what I've seen, it doesn't quite work this way. It seems that each entry (i.e. each individual tech, building, whatever) replaces an existing one with the exact same ID, but the files themselves aren't replaced wholesale. While a great

59 Replies 32,679 Views

I've been testing a tech tree mod recently, and I've noticed (through scanning the Debug.err file... what a handy modding tool that turned out to be! :) ), that while most of the AI races are finally researching my new techs the way they're supposed to, the Drengin Empire never seems to do any research at all in the early part of the game. My question, for any devs who are listening, or anyone else who knows... is this normal? Are the Drengin hard-coded to skip research at the beginni

2 Replies 180 Views

Looks good so far. Hopefully it will be well-documented enough that those of us who are fairly useless with graphics won't have to bug you with silly questions too often... ;) [Edit: @Yuri1971 - IIRC, he did that mod the hard way... using the tools provided by the devs some time ago. I don't think I have the natural talent for that, so I bug other people to create better tools for me... :D ] [Message Edited]

26 Replies 4,026 Views

[quote]This isn't doable with social projects or resources, but there are plenty of other ways of getting at both this and Logistics. Anything that refers to the abilities by an index number can do the job (Logistics is ability 29, IIRC).[/quote] Certainly. It just so happened that I had wanted to add in a minor Trade-enhancing social project, mostly for the novelty of it I suppose. As you say though, not a big deal as there are plenty of other ways to do it. (And just 'cau

42 Replies 1,982 Views

Interesting... apparently you only have a limited time in which to edit your own messages... anyway... About webspace... you can host your utility at the Orion Sector if you like. http://www.orionsector.com/index.shtml We have a small GalCiv section, and it would be nice to have some more content anyway. Let me know when you have something you want to put up, and I'll make the arrangements. [Edit: link issues >:( ] [Message Edited]

26 Replies 4,026 Views

[quote]You mean that that it can't be done as a mod. I'm sure that Stardock could do it if they wanted to. [/quote] Well, yes and no. What I meant was that it can't be done without a significant code change. So yes, technically Stardock could do it if they wanted to, but I find it extremely unlikely that they would. Aside from the work involved in any code change like that, there are also balance considerations. If a regular improvement added even a measly 2% to Logistics,

42 Replies 1,982 Views

[quote]I'm probably missing it, but where is the Logistics ability? I looked on Java Scout to find out what tech to research but no go. It is not in the list of Abilities that I can use to customize my civ. As I'm writing this, I have the feeling that Logistics is built in to the game, right?[/quote] Currently, there are 3 Achievements to increase Logistics... the two Icho Tolot mentioned (the newest) for +15% each, and the original one that was added in the first 1.2 release at +25%.

9 Replies 776 Views

[quote]How about a logistics social project (not achievement)? That would help balance out logistics for various map sizes.[/quote] Unfortunately, it can't be done. Regular social projects can't add to global abilities. You could do achievements, wonders, trade goods, and maybe have the tech itself give a bonus (I haven't tested it yet), but not a normal improvement.

42 Replies 1,982 Views

[quote]400 techs!!!!!!!!!!! Wow![/quote] Doing that many techs is the easy part... the hard part is trying to get the AI to stop researching the old ones... :p

9 Replies 1,796 Views

[quote]I think that if a tech stagnation is ever implemented, some anomalies need to be removed from the game: the one that give you 25% of the research cost of a technology [/quote] Well, that's one of the advantages of doing it my way... with almost 400 techs (so far), getting a boost to any one in particular is less of a problem. I did end up making a bunch of changes to anomalies as well though, one of which was nerfing that one slightly to 20%.

9 Replies 1,796 Views

[quote] Weird problem with my savegame on 1.20.86, just reloaded a new game on ths version and find i'm building stuff I havn't even researched yet ! cool, easy way to get ahead of the competition.P. [/quote] That's probably from reloading the old save. I've noticed the same thing if I make changes to a mod (specifically adding more buildings), and then reload a game... I think it messes up the computer's list of what's available. I have noticed another small bug with reloads

285 Replies 17,065 Views

I'm currently working on a mod that achieves much the same thing by simply adding a lot more techs. So far, it seems to make research richer and more interesting, as well as spreading out the key advances.

9 Replies 1,796 Views

[quote]With some time you can try to use mutil. I believe the link to it is a sticky called "New stuff for you".I'll look into making it work but don't hold your breath [/quote] Heh... fair enough. I'll keep an eye out. :)

10 Replies 1,785 Views

[quote]+ Fixed can't build free starbase if treasury is negative+ Fixed bug where destroyed starbases were counted in starbase cost calculation+ Fixed bug where morale went to zero and then back up to one if negative. + New Achievement: Logistics Management + New Technology: Basic Logistics (Requires Industiral Theory) [/quote] So, am I correct in assuming that these are the only changes from 1.19 to 1.2?

3 Replies 444 Views

[quote]On and on another note, what really irritated me was making the interface. That's basicly why I didn't make the tool. I've got decoding routines written already and they work, encoding wouldn't be too hard.[/quote] Well, if it irritates you, then it's probably worth doing just for the practice... or to build character... ;) As for the limited modding possibilities, I can see your point. I've been working on a major mod, and running into all sorts of little... oddities..

10 Replies 1,785 Views

I'm happy to chime in as interested in an editor. :) In particular, something that allowed you to not only view the .mdl files, but pull them apart and rebuild them with imported graphics, would be awesome. I'll sit here patiently and prepare to be impressed... ;) Btw, I'm thinking of more than just ship graphics here. Ideally, such a utility would work with any .mdl file, but I don't know if they're all structured the same way or not. Graphics programming is definitely NOT

10 Replies 1,785 Views