Eilarais

Eilarais

Joined Member # 2150706
19 Posts 84 Replies 645 Reputation

I just started playing this game after some time away and I notice that the fog of war is not updating correctly. As far as I can tell, the problem is that when you create a fleet, the individual ships in that fleet are not properly removed from the map and continue to reveal the fog of war at their previous location. If you disband the fleet, the fog of war will return to normal. If you decommission the fleet, the fog of war will stay revealed forever. I can see 2 possible solutions for this

1 Replies 3,607 Views

Right now I am building a patch-like mod that rebalances the weapon and defense types and techs, among other things. Does anone know how the AI decides which weapon/defense branch to research (and actually put on ships)? In my games so far I'm not seeing any ships with beam weapons or defenses of any kind.

0 Replies 2,064 Views

Massive sensor ranges made the game crash for some reason, so the cap was introduced. I've done some different kinds of experimentation, and I haven't noticed any problems with big sensor ranges in the game. There is a slowdown factor when your own ships are moving, but the AI seems to process everything okay. I haven't tried giving the AI a larg

10 Replies 6,016 Views

By the way, I found a way to block IntelliTXT ads in Firefox: http://greasemonkey.mozdev.org/ (a scripting Firefox extension) http://www.fibble.org/archives/cat_greasemonkey.html (a JS script that does the job, at least until the bad guys change the method they use to serve ads) But how will you be informed about all the great products

97 Replies 64,424 Views

Nope. You'll need to have Stardock Central installed on the other PC in order to reinstall from an archive. That's too bad, I guess I'll just have to wait until I'm connected at home again. Thanks for the info.

9 Replies 6,037 Views

On a loosely related side note, X3 Reunion is being re-released without Starforce Protection, http://www.computerandvideogames.com/article.php?id=148505 Hey, this is great, I really wanted to pick that one up too. I like it that at the same time big publishers are driving hell-bent into DRM, a lot of smaller companies (with better games) are gett

12 Replies 14,153 Views

Thanks for the excellent responses. I forgot the most important part, though, which is that I can't install Stardock Central on my business machine. Any way I can still get this game?

9 Replies 6,037 Views

I posted this in no-man's land, but I'm shamelessly reposting here because I don't think anyone will ever see the other one, and because it's also relevant for GC2. --- I'm trying to get Space Rangers 2 right now, but my gaming machine has no internet access and I need to transfer the game there. My additional problem is that my only internet access at the moment is through my work machine, and installing games on it would be a bad idea. Is there any way I can get the game fr

9 Replies 6,037 Views

I thought Stardock decided to make one of the primary design criteria for Galciv 2 to make it as modable as possible? If that was the case then wouldn't a design review have to have specifically authorised hardcoding something e.g. # trade routes? The game is extremely moddable, given the limitation that the AI must be able to effectively use eve

19 Replies 11,288 Views

Reaccouring anomilies would be interesting Yeah, this would be nice. The game puts a lot of emphasis on anomalies and then they're gone in a year.

70 Replies 34,457 Views

What confuses me a bit is that in my Gigantic map game,,my 21 pc ships cannot travel any further than my 11 pc ships. There is also a hard cap on range, although it's not shown in the stats. I think it's to make starbases more tactical on larger maps.

15 Replies 9,115 Views

Some of the spelling bothered me too, so I made a whole bunch of corrections to the text a while back. If Stardock is interested, I can post some v1.4X .xml files that correct most of the text in the game.

6 Replies 2,720 Views

In 1.4, if you rename a starbase before adding modules to it, the game will draw the updated starbase model on top of the old one. Reloading fixes the problem.

1 Replies 2,664 Views

You are right about the Korx. They will trade away the Trade Techs, and they will loose their advantage. I agree, also it's not a unique rule, by the end of the game they won't be anything special. Half-income trade routes would be good, but an entirely new source of income would work too. What if the Korx had some way of making money from their

45 Replies 26,302 Views

Super-manipulator and super-diplomat sound very similar. The Drath are big on defense, so maybe their super-ability can involve that somehow. You could do any of the following: 1. Defense Cannons - 10-20% chance to destroy invading transport ship. 2. Planetary Shields - Tactics are less effective or are not allowed. 3. Sensor Grid - +2-4 (or 10-20%) bonus moves for defense-type ships. I like #2 best, none of the other abilities touch on that part of the game. T

45 Replies 26,302 Views

It has definetely changed from patch 1.20 to 1.30 or 1.31 (don't know, because I updated from 1.20 directly to 1.31). The 1.2 screenshot seems okay, it looks like the map size multiplier is no longer being applied to the component description in 1.31. Definately a bug, in that case. You could probably just work around this by adding the

15 Replies 9,115 Views

Excellent, so we can fix this by adding a 'Eleventhbbreviation' tag to the .str file? Also, can this be left open enough so that players can bodge in 10 (or, ahem, 12) races if they really want to? I've been doing this for a while and just dealing with the UI issues, and I'd hate to see it fixed.

8 Replies 5,265 Views

I agree. It surprises me 1) that game dev companies don't hire or contract with these guys more often and 2) that, many times, the modders do a better job than the devs. I've always thought that the real benefit to modding is that it lets designers really dive into the niche markets that are too small to be worth any money. If modders started get

11 Replies 8,778 Views

(This is a partial repost) If you play as the custom race and click to enable all 10 other races, the race button will say 'random' and all ten oppenents will appear in the game. I thought this was intentional, there was a fix in a previous patch that addressed a UI-related bug when all 10 opponents were enabled.

3 Replies 2,074 Views

If you play as the custom race and click to enable all 10 other races, the race button will say 'random' and all ten oppenents will appear in the game. In the stats screen, the game tries to get the suffix for 11 (th), but it never takes it from the .str file. I tried adding it manually once but the game never looks for it.

8 Replies 5,265 Views

I'm pretty sure the game just looks for what it needs in the .str files, I've never had any luck adding to them. This is probably not changable.

4 Replies 3,772 Views

This would be a great mod if you made each side into a major corporation and gave them a big bonus to trade and a penalty to economy and ship attack. You could tweak the improvements, too, to put more emphesis on influence/resistance and super projects.

15 Replies 9,794 Views