So I'm using the "snaking" mod, and I had a fortress that had somewhat low production, and I wanted to improve it, but all the forest tiles were a bit far. So I started demolishing and rebuilding an improvement in order to extend the town as far as possible. Naturally I used the monument, because it's cheap to build. As it turns out, however, every time I did this, my town gained another +1 to it's area of control. Before I realized what was happening, I had 1/4 of the map
Master Musashi
I want to make the races that are restricted to empire factions only, available for kingdom factions too. I can't seem to find where it is that they're restricted in the files. I'm assuming it's something in CoreRaceTypes or CoreRaceConfigs, but I can't see anything in CoreRaceTypes that seems like it would affect it, and CoreRaceConfigs is actually where factions are defined, if I understand it correctly. Am I missing something?
Honestly, I think what you pick at sovereign creation should be purely aesthetic. The sovereign's stats should be the only deciding factor. Once you start play, yeah, stuff you pick up should affect your stats, but in the creation, appearance should just be appearance.
The main problem I have is I end up with a ton of cities because I kick the AI's tail when it comes after me, and I end up with its not so wonderful cities, which I apparently have no option to burn to the ground >.
I've never played GalCiv, but I like a little sillyness in a game. I liked the little touches in Rome: Total War... A few monty python lines hidden in a few select descriptions made for a nice laugh now and then.
One thing I liked about MoM over say, the AoW games that came later... MoM had multi-figure units for the low level units, and then less and less figures per unit up to the top tier, where you generally only had one (Unless they were Paladins) After a lot of playing AoW: SM, I decided that this was actually a more important difference than it might appear, because it kept certain low rank units viable into the end game, instead of making them a li
I'm an SP guy. I will almost certainly never play most games in multiplayer. There are exceptions for games that were designed and built to be multiplayer, like L4D, but only where those games largely manage to eliminate the competitive mentality that dominates most MP games.
Yes, yes and yes. I had figured those bits out, but it seems that, red circle notwithstanding, there's a maximum distance from the center of your settlement that you can place buildings. The weird thing is that sometimes I can build houses all the way around a farm site, completely encircling it, and still can't build a farm there.
[quote who="Tridus" reply="3" id="2557518"]If a resource isn't right next to the town yet, right now you have to "snake" upgrades to it. What you do is build a building on the side where the resource is. Once that is done, you can build another building to the side of that, and work your way over to the resource. There was a developer suggestion about making this easier, but right now that is how you do it. Welcome to beta. [/quote] I tried snaking houses out to things, but
Yeah, I have to admit I'm a bit lost myself. It's hard to tell when a resource is going to be close enough to a town to use, and when it's not. Half the time I end up with a town stuck at hamlet or village level because it can't build a farm/orchard/whatever even though the resource is inside the red circle... I won a game today, but I have no idea how.
I've had the SBs for all three factions fire while being built. It's not vasari specific.
It takes about 1000 mines in a gravwell to get my system to start grinding slowly (And only when I zoom in on it really). The only time that ever happens is when I'm fighting an Advent AI which has researched mines and is using them liberally, or if 3 or 4 Vasari factions have been mining one gravwell together for half an hour or so.
Heh, the Vasari mining is [i]nothing[/i] compared to what an Advent AI who decides to use mines will do. They can easily put 1000 mines in a gravwell in 10-20 minutes with a fleet of carriers. I'm not exaggerating. Luckily my 3ghz Core2 Duo and GeForce8800GTS seem to be able to handle thousands of mines in a game, so I'm not getting the crashes other people are reporting, or at least not nearly as many.
If you think Vasari mines are bad, wait until you see Advent mines. To be fair though, Vasari mines are quite easy to sweep once you learn the trick to it.
[quote who="SK-112" reply="21" id="2014516"]I do have to say the mines have to be delt with. Right now, I was playing against 6 other computers, and 3 of them have been harrassing me. I kept pushing back, just to realize one of them laid 200+ mines in my own grav well. Explosive and Gravity. Oh, and in the worm hole, there are 400+ mines. I would show you, but I get a "Saved MiniDump" popup that freezes my game... At least make the AI's use less of them. a few hundred in one grav well, nevert
No... Making all the factions play the same takes away flavor. It's cool that one faction has their colonizer as their strong cap ship instead of their weakest. It makes them different, and differences between factions are always good.
To be fair I don't care about MP at all... I never play it. In SP where you actually do end up building 10+ cap ships, the others all have their uses. Obviously if I was never going to build more than one or two cap ships in a whole game, they'd be Evacuators. But that's not a problem with the Evacuator, that's a problem with the way the game works in MP that no one ever builds more cap ships. There's little reason to build more than 2 Evacuators in a game. Maybe 4 at the abso
As long as they fix the Advent mines being able to trigger into homing mode from outside scout detection range, I have no problem with mines in their current state. What I [i]would[/i] suggest though, is making an upgrade for PJIs that prevents the deployment of mines in your gravwell. This would give more reason to build them, and would allow you to keep enemies from deploying mines in a gravwell you own (At least as long as the PJI survives...) A minesweeper fleet behavior w
My issue is that the Advent mines are the most spammable to start with, and they're also the best ones. They should be the worst if they're going to be that spammable. Besides, the Advent was overpowered before Entrenchment, they don't need to be made even more so.
I was using scouts combined with flak, fighters, etc... It doesn't work vs. Advent mines because they can literally trigger from OUTSIDE scout detection range. And once they're triggered they're indestructible, the scout ability won't let you shoot them once they're locked on to a target. So basically, you're boned. You [i]can[/i] sweep them when there's no ships of that faction in the sector, because they basically won't trigger at all without a
[quote]You don't need to sweep advent mines. Acouple of scouts can move entire mine feilds out of the way by getting them to give chase. Their mobility is their weakness. I actually think the advent mines are the most balaced of the three races. Once they cost some resources to deploy I think they will be pretty much balanced.[/quote] Well, call me biased, but anything that I [i]have[/i] to sacrifice ships to counter (Even just a couple cheap ships like scouts) is bad design. There ne
I find a dedicated sweeper fleet of scouts, flak, and optionally your long range arty frigates (missile/beam frigs) does a good job sweeping mines. Just move the fleet near a bunch, and let them wipe it out. Does NOT work against Advent mines though. There's literally no way to sweep these, they activate from outside a scout's detection range and blow everything to heck. The other factions' mines I honestly don't mind. They're easy enough to clean up once you learn how to do i
I actually use the trade port upgrade fairly often... Obviously in neutral gravwells to extend the length of the trade route, but also in say, colonies that have a trade income bonus... If I've already maxed out my civilan structure slots, I sometimes will add the trade port to the SB, just to get that one extra :D
You know, after playing tons of games, I've come to the conclusion that the Vasari SB is almost perfect. When fully upgraded it can swat down a whole fleet, especially if it has repair pods backing it up. But the point isn't really for it to actually crush enemy fleets singlehandedly. What makes it beautiful is that it can be upgraded with a phase stabilizer, giving you a really, really hard to kill phase stabilizer, and saving you ten(!) tac slots for things that can help support it in battl
Actually, if you read the descriptions of the ships, the Evacuumator is quite deliberately meant to be the strongest of the Vasari ships. They have a different mindset than others. They are somewhat nomadic, with planets populated mostly by slaves. The actual Vasari populations live on Evacuators, which are always the flagships of their fleets, and more heavily armed and armored than anything else, because they're that important to them. Not to mention that it's one of