Unrelated question: what does OP mean?
racso5
I'm not so sure this "AI Gifting Flaw" would really work. Wouldn't the AI just research the prerequisite by themselves? Since the initial Trade tech is of high value, I assume they would...
Whenever you group together several ships that aren't in a fleet (e.g. not enough logistics), it is a pain to move them around. I would like to be able to select them all by ctrl-a, selecting the fist ship and shift clicking the last ship in the group, or by double clicking on a single ship in the list. Once I have them selected, I would like to be able to order all of them to go to a destination once. The way it is currently implemented,if you have several ships selected and you order them t
There is a speed tech (can't remember which one) that has a confusing description. It states something to the effect of: 'before we couldn't travel to destinations that were lightyears away, but now we can travel millions of miles away!' It's confusing because one light year is approximately 6 trillion miles. Does anyone know which tech I'm talking about? But no biggie, it's just a game after all.
Another thing that has always bothered me about the tech screen, sometimes I just want to see what a tech will give me without switching to it. I would like to be able to select Galactic Warfare as my next research project, and right-click on Ion Drive to see what it will give me, without having to change my research project back to Galactic Warfare afterwards.
I know engines have been tweaked to eliminate exploitation of the AI, but what about sensors and range? What I mean is, are these going to be tweaked as well? I play mostly medium sized maps, and it add more strategic depth if I had to worry about the range of my ships more. Actually, is there a file where I can mod these values per map size? Or would I have to mod the file(s) that contains the ship components? One complaint that I've seen many times on these forums is that the tech
Sorry, I tried to edit my previous post... Based on the quote from my last post, it sounds like if the AI traded with each other, then you won't be able to talk with them until 8 weeks has gone by. So they can only trade with one player (human or AI) every 8 weeks. I guess this isn't so bad (it really helps with tech whoring), but does this apply to enacting peace treaties and such? Or what if you desperately need to talk to someone due to a recent war declaration? If I wanted to gift some s
Hmm, according to Frogboy: + When a trade between players is enacted, AI player won't see any player for 8 more weeks (any player not just human) . This should dramatically change the way trade occurs between players. Previously, the AI traded techs like crazy.
What about the new diplomacy limit? After you conduct a trade with an AI you can't talk to them for another 8 turns. In the log, Frogboy stated that the AI can't talk to anyone else either (not just you) for 8 turns. Does this apply to the player as well?
In the journal entry title 'Rebalancing costs for Dark Avatar' posted on 10-22, Frogboy talked about tweaking the combat system for DA. Basically, the tweak would make the combat system based on individual weapons firing as opposed to individual ships firing as it is now. This new system would also make defenses more powerful. I didn't see any mention of this in the log for Beta 1 or 2, has this been implemented yet?
What about the UI? I know it's getting improved in DA, but does anyone know to what extent? For example, I really like how when you mouse over your military production in the planet info screen, it gives you a detailed summary of how the number for military production is calculated. I wonder if these type of mouse overs will become more common, as it would provide more feedback for the management of your empire. I remember in Galciv I how a lot of the stats were confusing because you weren't
I think it's really cool that you can customize your opponents in DA. I also read that you can assign which ships they use. Let's say that I start a game as the Terrans for example, and redesign the default colony ship so that it's faster. Now when I start a new game as a different race, will the Terran AI use the faster colony ship design that I created in the previous game?
I would like to suggest that the values for engines, sensors, and life support be adjusted depending on the size of the map. I like to play on medium sized galaxies becuase I don't like too much micromanagement, and I beleive that smaller distances between players allows for more intelligent AI behavior. However, on medium sized galaxies speed, visibility, and range hardly become a factor. Having these values adjusted based on the size of the map would help to add more strategic depth to the
This may be a very minor bug, but it hurts the immersion level of the game for me. If you choose to play a game with tech trading disabled, sometimes the AI text in the diplomacy window is contradictory. For example, when they make a demand, in the flavor text they say something to the effect of "Since you don't have enough money, we demand you give us these technologies." But since tech trading is disabled, it will of course only display a monetary value in place of the tech (I assume this mo
My game also crashes when trying to start a New Campaign game. I was waiting for v1.4 to try the campaign, but now I can't play it. Starting a sandbox game, or even loading a v1.31 game causes no problems. Here is my debug.err: Debug Message: Version v1.4 last updated on: Wed Oct 18 12:07:26 2006 Debug Message: GalCiv2 is activated. Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.********* System Info Time: 10/21/2006, 10:18:26<
I'm new to Galciv II (although I've played Galciv I, Civ3, and Civ4), having finally purchased it recently after lurking around these forums since before it was released. I've learned a lot from other people's posts, the GalCiv-wiki, and from past experience with other strategy games. I've restarted several games (playing with 1.31), but right now I'm actually sticking to one, playing as the Terrans on a med-sized galaxy with abundant stars, occasional planets, abundant habitable planets, scat