markmid

markmid

Joined Member # 1589304
3 Posts 43 Replies 481 Reputation

When tech trading is off, how about all races have a mega event and gain the alliance tech after a certain amount of turns have based? Its odd but for me tech trading has always been one of the most interesting concepts in a strategy game, all the way back to MOO2 multiplayer on small maps. A friend sitting next to me would declare war on an easy opponent and all of sudden his face would drop as he realised what technology they now had facing him :). The only trick was to make sure I dr

10 Replies 4,213 Views

Forced No I don't agree, there should still be a choice. However a negative modifier for refusing to help them in their 'hour of need' for good races or conquests for evil races might be a nice touch. However if we are talking about a defense treaty, again that could work. I don't see alliances as always being of a military nature, quite often for me they are more of a non aggression pact or trade orientated.

3 Replies 2,469 Views

[quote] If it doesn't, it certainly should. [/quote] The exceptions probably being evil races whom you don't share a border with or races you have strong alliances with.

58 Replies 17,012 Views

[quote] Isn't the counterbalance that they're very hard to flip with influence? [/quote] I'm waiting for beta 3 before I really try the yor, but in my regular DA games, 100% loyalty isn't enough. Is it enough in TA? Personally i'd like to see defensive influence techs reducing all cultural influence in a sector, making flipping even less likely or their bonus at around 300%, making it virtually impossible to flip or be flipped. 100% loy

31 Replies 12,558 Views

[quote] Obviously they won't have cultural influence, or ever get flipped by cultural influence, or be a part of the United Planets, or any such thing that major races do. But it would be nice if they got a Korath-type AI. As such, minor races never have a distinct in-game personality - despite their descriptions, they all have the same generic behavior - spam freighters, build swarms of starbases, research wildly, yet build lousy ships, and then get exterminated.

22 Replies 11,733 Views

Don't worry, I just rolled back the registry to when it was first installed, no need to apologize, regedit is always a bit risky when your going in somewhat blind. I can't believe I had not set 'view hidden files' back on, since my last format. Deleting that hidden directory did the trick. You might want to make sure all of that directory is being deleted when the program is uninstalled. One bug out of all this then to report: The program needs to be able to reche

155 Replies 116,203 Views

Well i've gone ahead and deleted all references to Galciv2IDE using REGedit, now it seems I can't even get the installer to run. It gets right to the end of the loading bar, 'extracting' etc and then comes up with: The configuration data for this product is corrupt, contact your support personnel. It was a gamble but surely deleting all its references shouldn't have any effect if the product has been uninstalled? Bizarre it leaves any registry keys behind anyway... Aga

155 Replies 116,203 Views

I've called for this ever since they were stopped from colonising. I prefer unpredictable games with more strategic variables myself. What i've always suggested is an option box to tick for minor race colonisation, even if it was 25%/50% the rate of majors. Sadly however its always fallen on deaf ears. I think the official stance is, minors should remain on one planet. Personally i'd rather have them removed if thats the case, as they just make the game easier from my perspecti

40 Replies 10,520 Views

I was in the middle of downloading galciv from stardock and decided to install the map editor while waiting. I installed DA shortly after the map editor, from my CD. However when I go to the map editor itself, I see no option to set a map or tick the box for a DA scenario or custom map. I have tried repair install and then eventually uninstalling through windows and reinstalling the editor but I assume its stored a registry entry somewhere on my computer, saying DA not installed. <b

155 Replies 116,203 Views

Has anyone listened to Nightwish - the poet and pendulum. Well I am just downloading galciv 2 DA from stardock central, I got an itching to play again and I can hear this tune in the background as I am waiting. The music from the very start of the song sounds eerily like some of the music I remember from the game or am I remembering wrong . Bizarre to have the song on at the exact same time <img src="smiles/Wink.gif" border

0 Replies 7,177 Views
Reply to 12 races in Ideas

The extremely annoying thing is of course, you could mod in more races with the original game but with DA it became impossible , this always struck me as odd myself, seeings as more races were released but less usable.

45 Replies 32,691 Views

*bump* Bit of a later bump than expected but thank you for looking into it, just puzzled me why most scenario's can be transfered over to DA but this one cannot. There is probably a really simple reason like too many minor races or something like that.

4 Replies 5,413 Views

Can anyone tell me why this isn't working in DA. I am basically using the concept of 'Play 12 Races by ShadowTek' mixed with a DA campaign file but for some odd reason its not working. Shadowteks old play 12 races doesn't work either in DA, so any help or light you could shed on the scenario file below would be helpful. I've tried 12/13/14 players, taking the dreadlords out, even one or two regular races. Maybe I am missing something. [code] [INFO] Description=

4 Replies 5,413 Views

Can't you just give them three planets and set minors colonise to 1 in a scenario file? At least it is rumored this works but as all my old Galciv scenarios don't work in DA I have no idea.

13 Replies 9,071 Views

As I didn't get into the beta in time, can anyone confirm no surrender is an option now in the galaxy setup? Its something i've been after for a long time and i've read some posts that say they 'think' its there, some people saying it is and others that are asking for it. Thanks in advance.

6 Replies 5,859 Views

I'd miss the variety. In strategy games I like a whole spectrum of AI's that lead to the most random game possible. From completely pacifistic to none stop anti-life aliens from hell that never stop fighting until someone stops them. All through the grades, races who spy, plot and backstab for their own ends, to races who really want the universe to be a political union. Yes also those who will win at any cost.. But I think that’s what makes for a fun game myself and each time a differe

32 Replies 15,272 Views

There shouldn't be any huge difference between ordering between now and release, as your credit card should not be permanently charged until release either way (there may be a temporary hold, but the charge will not be completed). I was going to reply somewhat as the guy did below me but he summed it up. I'd actually prefer to be charged now

12 Replies 8,140 Views

A no Surrender option. Either simple, like SEIV Or an option to reduce the likelyhood of surrendering. If you do a search for surrendering on the forum you will see I am not the only one to raise this point and it is the one factor that will stop me buying any further Galciv games, as for my style of play: More opponents = more randomness and thus more challenge. As it is now, races surrender sometimes within a few turns of fighting, where does that get fun

4 Replies 3,465 Views

I have always hated the surrender mechanic, it should be an option you can turn off, like in SEIV's no surrender option. Often times i've had games where AI's are surrendering left and right without even waging much war. I pick the number of civ's in a game to be high for a reason, if they all start surrendering without much of a fight, it takes some of the fun out of it from my point of view. -EDIT Reading through on this topic and this idea: https://forums.galciv

45 Replies 17,207 Views
Reply to stupid crap in Game Talk

Okay I skimmed most of the responses and it has been a heavy Friday night but if its not been said: My way around any production woes is to specialize my planets. Obviously this works in the favour of economy bonuses + pop bonuses, it also helps for production planets and thus doesn't hurt that research planets are created solely for that. So on ship building planets, I choose to

37 Replies 19,037 Views

Yes it is using the scenario builder. Create a custom scenario with all races enabled, including the dread lords if you like, set yourself as the custom race and there you go. Just start the game as normal and select that scenario. I should point out you need to set up the morality/skill level of each race, look in the xml files for this, it isn't hard to do Also 11 never surviv

9 Replies 7,646 Views

Perhaps the limit of races is fixed and we have to delete a race for others to appear? Also where are races like the Furan listed and the others that enter with control alt + D, perhaps they are hardcoded? I am going to poke around in the exe if nobody has any luck, maybe i'll find something there.

8 Replies 7,976 Views