If planet populations grew in an even remotely sensible manner, this could actually work. As it stands, even a fairly new colony with only a few developed (read occupied) tiles will have maxed out population. Give it a few farms and a tad more time, and to occupy these worlds you'd need to call upon troopships 1024 to 6312... _____ rezaf
rezaf
pdifolco: I'm not at my gaming rig now ... just copy paste the relevant entry from any of the supply modules (I though it was named supply, but it might be range) and give it a sound negative modifier. I use -18 atm. About colony modules: In some of my test games, a 250 cost has caused the AI to abandon building colony ships alltogether, which you don't want to happen - at least I didn't. So I usually use 200, which doesn't seem to have tha
Personally, I modded mine to cost 200 to 250. Didn't touch size, though. Colony ships only becoming available with huge hulls would be a bit too late for my tastes. Furthermore, you'd need to modify all the AI pre-designs so the computer will build colony ships at all. Instead I gave the colony module a hefty negative supply modifier, so starting colony ships would have less than 1 sector range. And this change automatically carries to
I think a much more simple approach would be necessary if there should be even the slightest chance of it getting implemented. My take would be a fighter bay component. When it becomes available, it'd launch a flight of fighters (i.e. on cobat start the fighters would simply be added to the lineup) which would start with something like 1hp and be able to cause 1dmg. A new line of the techtree would add bonuses like more punch, increased hp a
I like this idea! But do you put a range modifier on the troop/adv troop module as well, since if you upgrade a transport to a colony ship those troops change to colonists, or do you leave it as is? By the time troopships become a common sight, the galaxy has usually been seized anyay - even with my s
I think I already posted this in another thread here, but I can't seem to locate it on this abysmal forum software. Anyway, here goes again: My main method for stopping (or rather slowing down) the colony rush was to give colony modules a negative range. This leads to the starting colony ships having less than one sector range, which really hampers expansion. As sometimes, the AI will just brige their way through the universe
Why shouldn't he be refering to 1.1? From what I understand, it's Beta is available using Stardock Central... Besides, I never had issues with trading tech in 1.0X... _____ rezaf
I wonder if the patch will let us transfer a percentage of unused social production on one planet to another. Another terrible idea. There was somethign simular to that in Moo1 and it was widely abused. You would have to strip the production of all multipliers on both ends. And then you would fidn that it's simply not
I might be missing something obvious here ... but where are those events stored? I'm talking about events like the one where you find a precursor ranger, the one where a new minor race appears, etc. Are these hardcoded? _____ rezaf
Or maybe just keep the old design and add a button to remove all components except for the jewelry. Exactly. I guess preference for either 1.0 or 1.02x depends on you playstyle. Most of the time, I'll stick with one basic design for quite a long time, but upon researching Singularity Drivers III and/or some new Miniaturization tech, I will upgrade all weaponry and/or fill available space with new components, if possible. Doing this in the 1.02x approach is a real pain,
I actually think the game suffers from a severe lack of mouseovers, anyway. I get one for Morale, but many things like Income or Research remain mysterious. Why not display mouseovers next to anywhere, letting users know how much research that orbiting research base actually adds, how much of this planets total comes from the two research resources you mine etc. But maybe that's just me. _____ rezaf
Is there a way to upgrade ships like in 1.0 when using 1.0X? It kinda annoys me that I have to add all pieces AGAIN whenever I decide to upgrade an existing ship design. In 1.0, the game would just use the complete design, but in 1.0X, it removes all components except hull and jewelry. So, is there something obvious I'm missing which would enable me to upgrade ships "the old way"? Which way do you prefer, anyway? _____ rez
Well, I'm not really sure this counts as a bug, but IMHO, it should. I'm referring to occasions on which the game kinda starts coming up with the same type of event over and over again. At some point, it stops, but the first time I ran into this I got the event with the soldiers getting fond of eating some birds eggs at least half a dozen times. Thought it might have been pure coincidence ... but guess what just happened in my current game:<b
MOO2 SEIV GalCiv2 Trading 2 4 5 Space combat (tactic) 3 5 1 Graphics 2 2 5 Tech tree 3 5 3 Complexity 2 5 2 Strategy 3 5 4 Races 3 4 3 AI 2 3 4 Enjoyability 4 4 3 (Here, MOO2 was the first, if it would be today, i think it would be 2) Espionage 3 5 2 Bugs 2 4 3 Modding 0 5 5 Interface 2 4 4
Actually, I played a few games only for a limited number of turns and I found while I always fall behind technologically, there is usually some point where my much stronger economy begins to make an impact and propels me to heights never dreamed of. Since the AI (talking normal difficulty here) isn't too eager to start a war against the player until the game has progressed a fair bit, I simply ignore tech and wait for that point. The reason I ca
I usually build a scout first while exploring with the flagship. Once the flagship discovers a valuable planet, I immediately send my starting colony ship there and (the scout is usually finished by then and I have started building a second colony ship) I rush the colony ship and start a third one. I repeat that until I run out of planets worth colonizing and once that happens I switch to constructors. I'll try to adjust the starting money so it allows rushing a single item, and no mo
I'm still pretty new to the game, so please bear with me. But how the heck does the AI manage to get so far ahead in tech so quickly? In my last game, I encountered the first AI player when I had just finished my 2nd colony ship (3rd if you count the starting one), and I had built nothing in between. Had built a factory, 2 research labs, another factory and then two other structures on the homeworld in this time. The AI player had about fifteen techs I didn't have, including Laser
I'd definately want to be able to make armor protect from laser fire, for example. Was very disappointed to see this is impossible. Give us the possibility to limit starbases. To have them cost upkeep each turn, to enforce a maximum amount allowed ... stuff like that. The starbase flood is one of the most annoying things in GC2, IMO. Allow us to enforce a max. number of a certain component. (Only one support system.) Allow for components that enhance a ships HP. Planet classe
Well, you'll have a ship that can barely move. The game engine seems to default those designs to a minimum of 0.2 range, which means you'll basically be unable to leave the home system, maybe not even reach it's opposite end. In the details window there seems to be a good old overflow (shifty programming, anyone?), i.e. you'll be presented with about 2384573904857|<-screen ends here range. However, for gameplay purposes, this has no effect at all, you'll have a 0.2 ranged ship, like I
After some more fiddling around I think the better option is to add a negative range modifier to the Colony Module. That way you, the player, cannot circumnavigate the penalty and every new design the AI could possibly make including the Colony Module would also get the malus. However, the ugly part in this approach is that basic designs with no support systems will get negative ranges. If you can live with that, I think it's the easiest and most efficient way... _____ r
Actually, that's possible, albeit in a sub-optimal way. In the GalCiv2/Data/English directory, there are two XML files you need to modify: GC2Ships and GC2Types. In the GC2Types file, define an additional LifeSupport component by copy/pasting the Basic Support section, renaming it to something else (I used ReducedSupport) and by modifying the range modifier to a negative value (I used -10). In GC2Ships, you'll find the default entry for the colony ship and you'll notice it comes with t