I sort of thought we were done too, but an hour chatting to Mabus on Tuesday night convinced me otherwise. :) Incidentally, Mabus, do you think we should let them download and take a look at v4B? Or are we up to 4C already?
RemingtonRyder
According to the wiki, what actually happens is that build costs for factories are divided by 4. Hope this helps!
Hey guys. Mabus and I had a chat on Skype earlier tonight and there are some things that we want to try out, including but not limited to a neat workaround for the AIP 7 colonisation problem. Alas, I haven't had a chance tonight to play the test version that Mabus whipped up, but I think it'll play well. You can expect a live stream on Twitch at some point tomorrow. :)
Gauanthor, thanks for the herculean effort. I'm not sure I could have done as well in your place. I'm sorry that the project has stressed you out. For what it's worth, if at some point you ever start a new project that needs people, I'll happily volunteer. I've amended the top post somewhat to reflect the finishing stage we're at. If you guys want to play test version 4 and offer further suggestions, then that's something that we can
Nope. Just thinking, in my case. If I may offer my own insight, I wasn't too thrilled about ditching the 1pp improvement chains that I created for my own mod. However, I realised that if I couldn't (re)build a particular improvement because of the bug, it could be a bit frustrating. So for example, I turned a couple of Iconian improvement upgrades into Super Projects instead. One of the downsides of making improvements indestructible is that you can't r
It shows this: System.InvalidCastException: Conversion from string "" to type 'Date' is not valid. So I guess there's a bug in the code. :)
The point I was trying to make about Social production is this: regardless of whether it's the AI or a human playing, it usually takes a back seat to Research and Military. Even if we assume a 20% rate of spending, that means an inordinately long time waiting for planets to be built up in the late game. So a gradual improvement in Social production through the tech tree would be both an improvement and immersive - why shouldn't a technologically advanced race get a bit o
I think that +Social can't hurt. It helps building upgrades go a little faster, and that in turn means that empires will lag behind their technological accomplishments a bit less.
I like the look of the improved charging stalks. Some great work there. :)
I don't know, but I posted over on the Steam forums, hopefully you'll get an answer soon enough. :) Regarding the build costs for factories, I was thinking that, if they aren't already, make them proportionate to the factory output. If there's a percentage bonus to manufacturing, then factor in the bonus output that will create on the improvement itself and an initial colony tile. Which is quite cheap, all things considered.
One thing you could do with the initial colony ship is to strip out the life support modules. That way, it has a limited reach and doesn't spend as many turns going to its destination. Of course, likely as not it's just going to pick the starting Class 4 in the system, but the sooner the population is planted somewhere, the more turns it has to grow.
Also, I love the idea of an out-of-game race customiser. It would be a great way for players to play around with different race settings.
[quote who="Gaunathor" reply="482" id="3507380"]I really have no idea what more I could do, to get the Korath to reliably research Spore Weapons. [e digicons]:([/e] [/quote] Well, in the game that I played as the Korath, I made a point of getting to the third-tier lab before researching Spore Weapons, because the increase in research output made it worthwhile to research Spore Weapons. Perhaps you could similarly get the AI to prioritise better labs? I mean, it&
[quote who="MabusAltarn" reply="481" id="3507343"] Hmpf. Well perhaps I can find the spot in the .EXE file where the AIPersonality values are stored, tell Stardock so they can patch it themselves. It'll be looking for a needle in a haystack though. [/quote] I imagine it would be fairly simple for them to come up with a utility like that and have it pass along command line options (like cheat) to the proper game executable. I mean, it isn't as pretty
It might be possible using a hex editor, but honestly, if it was me, I'd play the game as-is and see how different it is without super abilities. I mean, haven't you ever wished you could warp into Yor space without being slowed to 3 pc/week by their Super Isolationist ability? :)
There's a lot of reasons why we're modding GalCiv 2. For me, it's because it's a game that I love, it has relatively low hardware requirements, and because GalCiv 3 simply isn't finished yet - there's not even official modding support yet. Assuming all is well with the update and it passes QA, it'll be distributed through Steam (or any other channel which is still taking updates). If you can't use Steam, then you'll still be able to use
You can check out the replay - like I said I would, towards the end I decided to switch through the other empires to see what they'd been up to. All the races (including mine) were set to no ability points spent. I did pretty well with my colonisation phase, but then of course, I had the map revealed. The other races seemed to be doing okay with grabbing planets and I don't see anything obviously wrong w
Well, going live with a 4-player match in a minute. Korath (me) and Terrans, Korx, Arceans. I'll do some Ctrl-Z switching around at the end to see the order in which things were researched. I don't usually play the Korath, so I'll be figuring them out as I go.
I'm quite happy to test anything you guys throw at us, but I'm a bit hesitant to start fiddling with the AI values myself. Good point about getting more feedback on optimizations, though. Splitting the races into groups and seeing how they fare means that there's more chance that weird stuff will be noticed (or that an optimization simply hasn't taken as it should have) which means we can feed that back sooner. Using less than the maximum number of races
Something I was thinking about in my last test game - do you think that the ability point cost for planet quality is in line with the improvement that it offers? What I mean by that, is that when I go out and colonise a bunch of PQ 6 worlds, if I have +2 to PQ as an ability then they're first of all PQ 8 after colonisation, and after terraforming they're at least PQ 11. This considerably expands the number of planets that are viable. Granted, 8 points is a lot to
Cool. I'll give it a try later on. Probably after I've had some sleep. :)
@DARCA Dang, that's a lot of planets under Yor control. @Gaunathor Yeah, I think that AIP 8 suits the Yor better due to that need to set a fair tax rate and encourage early growth.
Something which popped into my head just now as a useful series of techs for the Yor (alas, we're feature locked there) would be something like 'Maintenance Grid Optimisation' for some small increments to the Morale ability. They do get quite a bit of use out of their stalks, but one of the things I felt was missing when playing them was some way to boost morale civ-wide. I guess I'll just have to look out for some morale resources next game. :) P.S. Goog
@DARCA Start in cheat mode and reveal the map with Ctrl+U. I find it helps with getting through the early game. Also, if the AI can challenge a player who can see where all the planets and resources are, then it must be doing well. ;) @MabusAltarn Looking good! Like I said in my last post, I was being put in my place by the Torians who had in fact researched logistics, as evidenced by their fleets of heavy fighters. I'm not at my desktop right now but I thi
I think that may be because it gets converted to an unsigned integer. Just a wild guess, though. :)