Mascrinthus

Mascrinthus

Joined Last seen Member # 2307445
60 Posts 1,097 Replies 1,443 Reputation

Frogboy says they make new ship designs more than once a year in v1.11 but he did not say how often.

3 Replies 1,195 Views

The needs to value sensors and "Eyes of the Universe" more even with the planned re-balancing to ship combat. In my first Metaverse game on level Painfull, against 9 AI opponets, the AIs have crippled their economies by wasting money from buying too much (it cost 10 times to buy vs. building). I buy my first factory on my first couple of planets to get things going but I don't buy colony ships (I build them with the factory I buy), and then save my cash for running empire in the red with spendin

84 Replies 36,600 Views

Unable to get the download using SDC, getting following error message : Error: Attempt: 1 | Account information invalid Error: Attempt: 2 | Account information invalid Error: Attempt: 3 | Account information invalid Server: Using other server http://sdcentral.stardock.com Link Error: Attempt: 1 | Account information invalid Error: Attemp

41 Replies 30,264 Views

Unable to get the download using SDC, getting following error message : Error: Attempt: 1 | Account information invalid Error: Attempt: 2 | Account information invalid Error: Attempt: 3 | Account information invalid Server: Using other server http://sdcentral.stardock.com Link Error: Attempt: 1 | Account information invalid Error: Attemp

59 Replies 94,703 Views

MOIISKA: 1) need to be able to stop a project mid upgrade/build without losing too much work (call it overrun) and start something new.. ex. You take over an alien world, and immediatly, everything is up for upgrade... even though you yourself wouldn't build things the way the AI does.. so you are stuck waiting for everything to get built before replacing, or ha

56 Replies 32,277 Views

Since you are making AI changes, how about making the AI value sensors. Even with the planned re-balanced combat in v1.2 (both sides will fire at the same time instead of the attacker firing first, YES!), sensors are valuable and "Eyes of the Universe" is the most valuable Galactic Achievement!

59 Replies 94,703 Views

MOIISKA: 1) need to be able to stop a project mid upgrade/build without losing too much work (call it overrun) and start something new.. ex. You take over an alien world, and immediatly, everything is up for upgrade... even though you yourself wouldn't build things the way the AI does.. so you are stuck waiting for everything to get built before replacing, or ha

114 Replies 59,200 Views

Going back to the old Gal Civ 1 system should radically change the ship design strategy. In the current system I tend to go for offensive power since if you attack first you can often wipe out the entire defending fleet before they got off one shot. You say that like it is a bad thing. The present system makes ship and planetary defenses almost usele

114 Replies 59,200 Views

DougQ: Isn't taking away the first shot advantage going to completely nullify the use of speed though? Frogboy: The attacker still has the advantage of being able to pick the time and place of battle but it's no longer quite so

114 Replies 59,200 Views

In v1.2, we're going back to our original GalCiv combat mechanic -- attacker attacks and then defender gets to shoot back and then it looks to see who died. The attacker still has the advantage of being able to pick the time and place of battle but it's no longer quite so overwhelming an advantage and will encourage ships that have (gasp) defenses on it.

114 Replies 59,200 Views

In v1.2, we're going back to our original GalCiv combat mechanic -- attacker attacks and then defender gets to shoot back and then it looks to see who died. The attacker still has the advantage of being able to pick the time and place of battle but it's no longer quite so overwhelming an advantage and will encourage ships that have (gasp) defenses on it.

114 Replies 59,200 Views

[quote]It is Ctrl-Z.[/quote] ... and Ctrl-Shift-Z is the code for a human to take over from one of the AIs, thus allowing a hot-seat multi-player game. Someone confirm and add Ctrl-Z to the Wiki Link

17 Replies 26,146 Views

Good idea. GC2_Story_RandomEvent, // a random event occoured, store what option the race picked This should be labelled GC2_Story_EthicalChoice and then add: GC2_Story_RandomEvent, // a random event occoured, store the event (e.

49 Replies 69,279 Views

[quote]check the wiki Cheats and keyboard shortcuts - I believe it's cheat 'Z' - although the description is slightly contradictory...[/quote] No, this cheat code was described in the dev. journals as allowing a human to take over from one of the AIs, thus allowing a hot-seat multi-player game. Would someone from Stardock please reply back with the answer?

17 Replies 26,146 Views

Export them in colony and/or transport ships and then to prevent a repeat of the over-population remove farms to reduce the population cap.

22 Replies 14,531 Views

The quote below was taken from an old post of Cari Begle, the lead developer of GalCiv II, in the dev. journals on 2004/11/19: [quote]One of the cheat keys was the one that made the AI not let the human player take turns, and keep playing after they'd wiped the human race out. This one is going to be crucial to our early testing so that we can see the AI working. It's like fastforwarding through a movie.[/quote] Which cheat code is this? It would be cool to watch the AI play i

17 Replies 26,146 Views

One of the cheat keys was the one that made the AI not let the human player take turns, and keep playing after they'd wiped the human race out. This one is going to be crucial to our early testing so that we can see the AI working. It's like fastforwarding through a movie. Which cheat code is this? It would be cool to watch the AI play itself!!

2 Replies 12,403 Views
Reply to Supergates in Modding

As Brad/Frogboy has pointed out in the dev journals it is easy to add a new feature but hard to recode the AI to properly take advantage of it. It wasn't until v1.1 that the AI started valuing speed but it still does not value sensors, so I ALWAYS get in the first shot giving me a HUGE advantage!

47 Replies 23,759 Views

The first 100 Arnorians that were created were immensely powerful and made in the image of the dark Mithrilar. The next 1,000 Arnorians were similar but less powerful. And then the next 10,000 were generally less powerful but had two significant differences -- they could reproduce and were insensitive to the passage of time. The dark Mithrilar was different from the oth

103 Replies 409,318 Views

I got this reply back from Cari Begle, "There isn't any documentation for the Prefs.ini file. ForceTextureUpdate, HyperthreadEnhancement, and ThreadedInitialLoading don't actually do anything at the moment."

5 Replies 6,775 Views

#1 The core ship designs are useless because they are to slow but some of them have nice eye candy. I wonder if Stardock does not let you copy, modify, and save the designs under a new name because the ship designs can't be duplicated in the shipyard. For example, the core colony ship has two colony modules (probably for symmetry) but has the capacity of only one. #2 This change is no longer needed due to the changes to the UPGRADE button in v1.1. #5 This change would be

2 Replies 5,455 Views