bpleshek

bpleshek

Joined Member # 610958
2 Posts 1 Replies 5,877 Reputation

Also, New UP laws that make all currently minefields visible to the most basic of scanners under the guise of making the shipping lanes safe to travel. Brian

3 Replies 5,649 Views

A minefield is created by a new ship component called the minelayer. Another ship component called the minesweeper is used to remove the mines. The mine layer would automatically lay the best mines researched in the weapons tech. This could either be a new line of tech, or just become a ship part that comes with each new tech(phaser, disrupter, etc). The mines would have FoF(Friend or Foe) recognition and not target allies nor the race that layed them. Consequences of the minefield could be

3 Replies 5,649 Views

Perhaps a border skirmish wouldn't necessarily cause a declared war, even if the planet was attacked, changed ownership, etc. It could just become an issue such as, "Why are you gathering invasion ships near my planets?" Doesn't necessarily go to war if you take back what is in your territory. Would add to his dislike though. Would go to war over you taking AI planet in AI territory, but not always in taking AI planet in player's territory. Brian

14 Replies 11,542 Views

I also think that f an alien surrenders to another power or is completely conquered, a rebellion could happen. Hey! Maybe if you're completely conquered, it'd show the defeat screen then ask you to come up with a new name and country name (both of which have to be different than the previous) and you'd find yourself with a subsection of another empire 5 years later 9with all of the new techs that come with it) and when I say subsection I mean break-away <br/

15 Replies 13,811 Views

It would be nice if you were to colonize a planet only to find a unique race there. This race would have its own seperate population that would count toward your planetary maximum if you didn't kill them off. While they are there you would reap greater production capibility or research capibility or better soldiers, etc. I believe that MOO2 had something like this. Would be interesting to see if it or something along those lines could work. Brian

2 Replies 5,209 Views

Are there any advantages to upgrading your freighters or replacing them with faster ones? Besides from the fact that they get to the initial destination sooner, it seems the slower it goes, the better when far away for higher amounts and lower amounts for closer to home and it still washes out. Comments? Brian

18 Replies 14,183 Views

So i've read some of these strategies such as ALL econ, All Mining, and All Research. Are these the only viable strategies that will win a Maso+ game? Can it be won with normal sliders(not 1-99-0), decent colony rush, and proper skills in diplomacy, research, and warfare? Or are these "advanced" strategies just bent on maximizing an early win or a high MV score? Because micromanagement to that degree seems less fun to me. If I must always do the same thing in a game and then after the game

3 Replies 3,945 Views

i've occasionally seen that the planet screen doesn't update during the curent week that a research item comes into effect. If you click on focus on something it should recalculate. You can then turn it off focus and it'll still have some time on it. True i've only seen this when having a 1-99 strategy and a queued social and military item. Remove the social item and the military still says never even though the shields and hammers recalculate. Click focus and then turn it back off and it'l

20 Replies 11,767 Views

Wyndstar, I'm trying to come to grips with your technique. I have taken one of my planets in a current game i am running and messing with the sliders to learn what it is you're doing. I am, though, running into something that doesn't make sense. Can you help? My original settings for my sliders are as such: Tax rate: 35% Approval: 59% NetIncome: 143 100% spending 29%-29%-42% My Home planet Dollar has the following: 16.08B 29-29-42

106 Replies 367,218 Views

October 15, 2226 (38 turns in) You are not producing max per tile per turn for your empire compared to research buildings, which slightly lowers overall score IME, but you can quickly go to 100% military spending and kick out lots (think hundreds or thousands) of weak ships quickly with little effort. Please, how are you building hundreds or thousands of ships per turn? I can't ever get more than 1 per colony per turn. I'm lucky if i can get

106 Replies 367,218 Views

Actually, I think it was MOO3 that had a decent idea on automatic colony management. It had to do with placing rules in a ruleset and then applying a ruleset to each planet. Then the planetary governor would try to follow the ruleset unless he was subverted by espionage. Brian

2 Replies 7,565 Views

I do question your decision to trade diplomatic techs. It would seem to me that in order to maximize your diplomatic superiority over them, to not trade those, unless you knew that one was already researching one of them and then you could sell it to them and gain some benefit from it. Hopefully they'll choose a nondiplomatic tech next time. Brian <img src="http://images.stardock.com/sd/SDC24.g

15 Replies 59,683 Views

I have been reading the topic, The Flawed GalCiv2 economy by feralminded and have come up with some questions. But they are not directly related to the topic, but rather the hijacked conversation that began about varying strategies to over come the limitations of the sliders. One was stating a view that building a near economic civilization and purchasing outright was better than a balanced one. A second stated a near total research economy. And a third did something

3 Replies 2,957 Views

General Pants, If his is much too old, perhaps you would share yours instead since they are off the newer version. Thanks, Brian

17 Replies 9,085 Views

MrKorx, The negatives were to see if i could make a much more flexible race. For example, how about a race that was: +20% Research +1 speed -10% social -10% military +5% economy -15% espionage +1 trade route -5% growth I would imagine that some negatives might blow up the game as it may cause a div/0 error or cause production to go negative so that you take more weeks every week to make something, but if used in moderation, it might make fo

17 Replies 9,085 Views

For example, i tried to add this under economics: .Option3Text>Magical./Option3Text> .Option3Bonus>50./Option3Bonus> .Option3Cost>5./Option3Cost> this under population growth: .Option4Text>Om Waka Wawa./Option4Text> .Option4Bonus>100./Option4Bonus> .Option4Cost>10./Option4Cost> under research: .Option4Text>Einstein./Option4Text> .Option4Bonus>30./Option4Bonus> .Option4Cost>5./Option4Cost> .Option5Text>Ha

17 Replies 9,085 Views

I am sorry to say that this didn't work either. The files i modified are in the following directory. Perhaps i am modifying the wrong ones. C:\Program Files\Stardock\TotalGaming\GalCiv2\DarkAvatar\Data\English Brian

17 Replies 9,085 Views

Thanks for answering me MrKorx. So you are saying that i need to modify the english.str AND the abilitybonus.xml files in order for it to work? I shall try that straight away. I don't recall that instruction being in Carielf's mod guide. I'll have to go back and reread it. As a programmer though, it would seem to me to be just as easy to do it from the abilitybonus.XML file except for the multilanguage support. But even so... Brian

17 Replies 9,085 Views

This did not work. Can anyone give me more precise instructions on this? Cari's wonderful post doesn't describe where to put this file nor what other files to delete. Thanks, Brian

17 Replies 9,085 Views

Really? I was trying to get new choices into the options at the beginning. I would have never thought about that. I shall give it a try. Brian

17 Replies 9,085 Views

I have added quite a few choices to the Ability Bonus file, but they are not showing up when i start a new game even after restarting the game. I've noticed that my game directories have quite a few copies of this file. Which one is the active one? Also, is this a mod-able file, in that, can it be active for a mod, but not active for another mod or the regular game? There isn't a subdirectory which leads me to believe that i have to mod the one in the English directory. Please comment.

17 Replies 9,085 Views