I reposted the mod to the library, but it's pending approval again. Could take a couple of days. While I don't have anywhere to upload it, I would be happy to email the files to anyone who wants them. Zipped up all together it's only about 90kb. PS, "GC2_Conversations" edit coming soon. If you're tired of races asking you to "untie" against an aggressor, this one is for you. As with all the edits, I'm trying to stay as close as possible to the original text, so many of the changes wil
DWellsian
Thanks! That seems to have worked...
Oh, and in case somebody at Stardock reads this, the problem is: the "download" link to my mod in the Galactic Library (GC2 Edited Text Files) is broken - it just brings up an "error" page when you click on it.
I seem to be having trouble reaching Stardock Support. All my emails to them come back filtered as unread for some reason. I've checked the list of possible reasons for this, but nothing seems to apply to my situation. Is there another way to reach them besides [email protected]?
I've played all the betas leading up to the most recent release (1.11) - and I've seen pirates in every version and at every galaxy size (except gigantic - don't play it cuz my laptop really chugs on gigantic maps). I think you may just have been lucky not running into 'em. However, I know it's almost certainly random chance, but the pirate event really seems to come in runs for me. That is, if it happens in one game it seems to happen in the next 3 or 4 games too and then doesn't ha
Thank you, No118 - I've really enjoyed reading Frogboy's gameplay examples, and yours was right up there. Good concept, good follow-through. Were any of you old-school Civ-2 players reminded of the one-city deity win?
Were there suggestions in the original post which cannot and will not be implemented? Most definitely. Could the poster have realized this if he'd read more on these forums? Yes. But so what? Not everyone has the time or inclination to read extensively on the boards or developer's journals (I think they're fascinating, but I'm a geek). So there will be posts, from time to time, which contain "lame suggestions" and "ignorance." Ignore them or try to be helpful - or gear up for hot flame war actio
I simply cannot believe this thread has not yet been locked. Precursor drops a "Frogman," spells out CARL (I can't help it - that made me laugh), calls someone an "offense to the Internet" (which is a difficult feat, as I think we all know) - and yet it's still going! Precursor...are you a witch? And to think that the whole thing achieved closure a few posts ago when someone tried to be civil and polite and - what do you know? - that actually worked. P.S.: Alth
Incidentally, IMO this game is actually pretty good when it comes to grammar, spelling, and typos. Considering the sheer amount of text involved there are surprisingly few outright "mistakes." So, despite the original poster's claim, the game does not contain "awful, awful spelling and grammar." It has some mistakes, that's all. But it does have them, and many of them can and should be corrected. Let me put the whole "universal translator" thing to bed. Flaws or limitation
For those of you interested (and in spite of the claim that "no one would do it for free"), I've redone 10 of the .xml files for grammar and readability. I'd be happy to let anyone who's interested have copies of them - for free. (See my post on "grammar" for an account of the changes and list of files altered.) BTW, I think LBP pretty much nailed it. Except I'd love to see a movie with a scene where one of the characters had trouble saying the word "inquiry" and everyone
Oh - I've studied and taught English grammar and literature for almost 10 years, so I didn't just pull these corrections and changes out of my... well, you know.
I've edited 10 of the .xml files containing in-game text. My edits do the following: 1) Correct numerous grammar and punctuation mistakes (a comma here, a dangling participle there) 2) Improve clarity (many of the descriptions are easier to read but do not really differ in terms of content from the original) 3) Remove typos (such as the infamous "ideal for a heavy figher" in the small hull description) 4) Enhance consistency (the description of the lar
Several of the races seem particularly aware of wars of conquest - both the Drath and the Altarians, for example, will now show a negative in the relations screen for "our tendency to conquer others" when you take a couple of races down. (Frogboy points out that the Drath AI is sensitive to such wars in one of his game examples.) As far as I can tell, it has made the conquest route a bit more difficult to achieve. Which is a good thing.
I've noticed one problem with the way the AI recognizes these buildups, though: sometimes it considers its starbases - even its far-flung starbases - part of its threatened territory. I've had the AI in two different games declare war on me for transport mobilization. The only problem was, in both cases its closest planet was over 3 sectors away! But both times the AI did have several starbases in my sector where I was gathering the transports (to attack someone else, by the way). I
I agree with Franco fx - in fact, a good example of this is recent developments in AI awareness of an impending lightning-strike invasion. In previous iterations of GC2, the computer was exceedingly vulnerable to a well-planned and well-orchestrated sudden invasion of multiple planets. And while the AI is still vulnerable to this, I would drop the "exceedingly." In several games I've gotten warning messages from AI's about positioning my transports near its worlds - and o
dthought: the difficulty of the probes is considerable, but an answer is provided on Pluto - namely, Fwiffo and his Spathi Eluder (which you can convince to join your fleet, but be sure to stock it with troops at the starbase). A well-piloted Eluder can defeat a Slylandro probe with minimal or no casualties. You have to be patient with this battle, though. Much of the time you will be firing BUTT missiles only to see them fail. The trick is you have to let the probe get a little bit close to you
By the way, this thread seems to have split in two: one, a discussion of Starcon 2 influences, and the other, a discussion of the relative power of sci-fi weaponry. To add to the second "mini-thread," the in-game description of Titanium Armor mentions that Mass Drivers are fired from a "hyperdrive assisted gun." This might affect how we understand the concept of mass drivers in the GalCiv universe. Incidentally, the other major use of mass driver technology that I can think of in sci
Hey, that's right! Forgot about that, Alfonse. Yeah, "Master" was better.
Um, the Ur-Quan captains were just called "Lord X," not "Dread Lord X." I've got "Ur-Quan Masters" open in a window right now (this thread inspired me to open it up again for some supermelee action). But there are plenty of other indicators of influence which prove your main point...
The Thraddash was great vs Chmmr because its afterburners could destroy the zapsats and give it the speed to keep away from the tractor beam. A skilled Chmmr pilot could keep away from most afterburner blasts, so it was not a done deal (except versus the computer - you could beat the computer Chmmr almost every time with the Thraddash), but it could be a very close battle. Often the Chmmr would win but be weakened for the next battle due to loss of 2 or 3 zapsats. Now, if you could ge
Very interesting thread. I certainly agree that hitpoints are undervalued, and the modification A+D+H/2 looks good. I would propose a different approach to calculating speed, however. My reasoning begins with two of the primary combat-related abilities which speed affects: number of attacks and the ability to attack first. Being able to move and attack multiple times is obviously better than being able to do so only a few times. And whoever attacks first has a clear advantage in any
Warp Drive IV = speed 3 Warp Drive V = speed 4 You trade off a little size for a dramatic improvement in speed.
The answer to the Chmmr Avatar was always...the lowly Thraddash Torch. And with ship names like "Pulsing Hot Thrusters" and "Crotch Rocket" (okay, I made the last one up), you had to love those fat, obstreperous jerks. You also had to love that if you defeated enough of their ships they would honor you as their "great teacher" and change their name - to something like "the fat, obstreperous jerks." You could then encourage them to change their culture to advocate talking in rhymed couplets all t
Also out: 1) Propaganda (money spent on individual planets to raise their morale). I don't really miss it that much. 2) The old load-screen messages: when you loaded a game it would remind you a little bit about the state of the galaxy (i.e., "The consensus is we are the most powerful civilization." "We are not at war with any of the major civilizations.") Now, when you load a game it gives the same message as at the beginning. I kinda preferred the old way. 3)
There are no words...