The game is totally moddable, Feel free to create your own tech descriptions. Heck, I'll even write the one for shields for you! "Shields are a direct evolution from Deflectors insofar that they use phased energy pulses to nullify the effects of energy weapons, But now by using the Vincent Quantum-Induction principle we have managed to create a constant cohesive energy field around the hull of a starship." Good enough? All you need to do is look in the game folders and you
Ryan Vincent
The Drengin are an ancient race of evil warriors with a penchant for conquest and enslavement, They are best known for subjugating the Torians 100,000 earthyears before the 20'th century, This process took the Drengin roughly 10,000 years to get there in the first place - there was no hyperdrive. Eventually the Torians overthrew the Drengin and catapaulted their science to the space age by using captured Drengin Technology. --- In summary, The Drengin are an evil
Space Empires IV handled this by having text files full of names that a race could choose from and name their ship classes with, I know that most people dislike suggesting that GC2 should have features from X game, But that would be one solution - Cheap, But effective.
It says "Disable tech trading" as opposed to "Disadvantage the player only"
I'm using firefox, Works for me. I prefer the old forum post box though...
There are 3 main ways to protect your routes, and arming them isint one of them. 1: Dont go to war 2: Build a Galactic Privateer (Best option by far) 3: Assign ships to guard duty along the route
Local I think
I'm pretty sure its relative diplomatic power, I.E Race X has 20 points and is the strongest diplomat, Race Y has 18 points and is a worse diplomat than Race X but still is a better diplomat than Race Z who only has 15 points.
I think that Milbase improvements only affect ships with at least one point of defence (For defencive modules) and/or one point of offence (You guessed it: Offensive modules)
Seems kind of odd though that an empire would actually sell its own millitary off to the highest bidder.. A good empire would say "No! You will not have our men!" A neutral empire would say "Sorry, We cannot risk the lives of our men" An evil empire would say "Nope! Those are OUR shock troops."
Hmm, It's sort of like those post apocalyptic stories where everyone dies except a small group who were watching movies at the time then... "Ok, John: You are assigned to the neutrality learning center, Jill: I'm assigning you to the industrial sector." "But I'm only 10!" "Tough."
Having size restrictions on your weapons may suit you, But you have to draw a line between realism and fun! Personally it would discourage me from researching the miniturisation tech tree if all I could do is squeeze a honking great space cannon onto the size of a pea.
In theroy it would be possible to have an entire C24 planet covered with Precursor Mines (+700% to manufactoring). The problem with that is you would have a better chance of winning the lottery. All the same, Does anyone know how to modify savedgames or the game to include those bonuses?
I do not support tactical battles, In any given large game with >5 civs (including player) towards the end of the game there can be as many as 8 battles a turn! What I would support however is an addition to what we currently have, Adding stuff like tactic settings would be OK so long as its unintrusive and does not affect balance.
Even a saintly civilization has to remove threats, It's kind of like an extreme version of rounding up the neighbours to evict the guy who keeps the stereo up all night.
I dont know the brand names, But I do know the specs. WinXP Pro SP2 or thereabouts 60GB HDD 512 MB of RAM 256 MB of graphics card 2.8GHZ Processor (no overclock) DVD Drive Saitek X52 joystick & throtle. Logitech 5.1 surround sound Too bad I'm running out of HDD space, Anyone know how to seamlessly copy over one hard drive to another? (O.S included)
Some squatter allready took www.galciv5.com though
Extras are for cosmetic benifit only, They only add hardpoints and looks to a ship.
Great idea! I've allways wanted to see what would happen if the Drengin were wusses and the Torians were evil Also I agree that the A.I should pick parties.
I would imagine that without the core colony ship the game would crash, Then there comes the fact that not everyone is into ship design so core ships are inevitible. I think they are hardcoded into the game.
Quite frankly, It would suck if you had to mop up every last starship. I feel that if a race survived with nothing but an unarmed transport/colony ship and there were no undefended colonies or uncolonised ones then the game should end - However if some millitary force remains then the game may end. Y'know, Its like trying to break down a 12" wall of tempered steel with a feather otherwise <img src="http://images.stardock.com/gc2/T_DL/smiles/BigSmile.gif" borde
Cheats are a nesscessary tool for modding and development...
The GCII team has a point when they stop events after you choose an alignment - You logicaly allways choose the alignment you have. However I agree that events should still happen - And perhaps give a chance to change allignment while you are at it. Now I'm sure people might use that ability to get all of the allignment supertechs - So just use some good old Deus Ex Machina - Morality riots destroy the buildings in the name of x alignment.
Perhaps cosmetic mods should be the only ones allowed?
I am thinking.. A minor race with incredible millitary production, Some speed and sensor bonuses coupled together with a good starting technology level and one single class 6-8 world. Oh, And they are aggressive.