Saguinius

Saguinius

Joined Member # 2351264
8 Posts 66 Replies 1,771 Reputation

Hey, let's be nice. Reaver is correct, it should read 4000M, or something. At all times when referring to troops in GalCiv II, the troops are counted in millions.

11 Replies 7,240 Views
Reply to Warhammer 40K in Modding

I agree that it would be more like Battlefleet Gothic (which, for those who may not know, is the fleet element of the Warhammer 40K universe, and contains all the ships and such that back up or deliver the ground forces). However, that sounds just fine to me.

120 Replies 365,786 Views

Had this happen to me as well, set constructors which had 52 movement to 6. Really annoying. If you leave the UP it fixes itself, but that of course brings its own problems.

8 Replies 6,769 Views

I don't know, but I wouldn't be surprised if the graphics were just screwy. However, perhaps having a title of "ship" engine vapor, not "shit" would bring more people who could help...

11 Replies 8,162 Views

NLC's upgrade from Research academies, not invention matrices, which makes sense, since you research them after research academies. There has been great discussion on this already, and the devs have spoken. I happen to agree with them, that having the NLC's where they are offsets the strengths of the other alignments.

15 Replies 5,090 Views

I've had times on larger maps where it took ten minutes in-between turns (fairly old processor). Still ends up working, and I could see it doing things.

6 Replies 4,114 Views

Morale hit only takes affect after a certain number of turns below zero (don't remember how many, but it's quite large).

11 Replies 4,318 Views
Reply to Warhammer 40K in Modding

I'm glad you're separating Space Marines and Imp Guard, as they are separate races. Space Marines serve the Imperium, but they aren't really human anymore (all those genetic mods). Another thing, if you do work with Eldar/Dark Eldar, then some fascimile of the Web would probably be needed. Maybe mod the anomalies that send ships across the galaxy, and use those as the Webway gates. Daemon Hunters and Witch Hunters should be part of one of the Imperial forces (possibly make a tech line for th

120 Replies 365,786 Views
Reply to Warhammer 40K in Modding

(wryly) And those of us poor souls who can't mod?

120 Replies 365,786 Views
Reply to Warhammer 40K in Modding

40K fan, but no good with modding. Perfectly happy to help idea-wise, though. I would recommend Blood Angel Space Marines, but any chapter would work, headed by either the current leader or the Primarch, Imperial Guard lead by one of the commisars, probably (Yarrick, I think, is the best known), Tau (ships Air Caste, diplomacy water caste, planet side earth caste, soldiers fire caste, leader an ethereal, makes sense, yes?), Chaos (could do one for each of the gods, or just Undivided), Orcs of

120 Replies 365,786 Views

Also, I don't like "neutral zones". Not much sense there. There's no "neutral zone" between the US and Canada, for instance. The only purpose would be to prevent either side in a conflict from grabbing certain territory, and perhaps an agreement could be made "you don't, and I won't", but it would be hard to make that stick.

34 Replies 17,085 Views

I like the idea of borders, with cultural borders being a separate entity. I don't think it's a matter of guarding all the space, merely seeing the space. I like the idea of a certain amount of space being designated as part of your territory, but I think it should be on a first come first serve basis. If someone doesn't like it, then they declare war. And all UP members should have to abide by guidlines set on whether foreign ships can pass through your territory (of course, during a war al

34 Replies 17,085 Views

For it to show up in the board, at least one comment has to be made on it. This had lead to the process known as "bumping" where the poster comments on the original post. As to the stars, I think it's mostly eye candy (btw, there are stars in many colors, and while I'm not certain, I believe purple and green stars exist), but there's another purpose. As a general rule (I've run into one ex

17 Replies 34,512 Views

Make a big enough fuss, and we might be able to get it fixed. Dear God Almighty this feature is annoying. To quote, "I mildly dislike it with the white-hot intensity of a thousand suns."

39 Replies 10,832 Views

Well, leaving the UP worked. I like the UP (especially when I have over 50% of the influence) but I like my superfast constructors better. Hopefully this will get fixed (btw, the UP had voted to make the minimum constructor movement 2, not six, so I have no idea what's going on).

10 Replies 14,556 Views

Several options could fix this. First, usually it fixes itself if you add more buildings to the production line-up. Second, if you click on the focus production button for social (top of the planet screen) then it will start factoring it in. Then you can readjust to normal by clicking it again, or whatever, as you see fit. Or, if you leave the planet screen, and come back, it also is generally fixed.

14 Replies 3,956 Views

I think this is more like the Monroe Doctrine, where the US wanted to make sure that no European powers would get involved in its pet domain of Latin America. Makes sense to me, anyway.

6 Replies 7,289 Views

(wryly) When I'm trying to get constructors from one end of a map to another to build up recently conquered territories, or to build offensive military starbases, I don't want to wait 30 turns for my ships to get there. Devs, any words on this? First real painful bug I've found, and I hope it wouldn't be too hard to fix. I'm not a programmer though, so please forgive me if it is.

10 Replies 14,556 Views

Issue is that maxed out constructors with six or more Hyperwarp III engines can move 40+ on their first move, but afterwards are limited to six per turn. This is understandably quite annoying. Also, a baseline constructor with a regular hyperdrive moves six as well. Here's the debugg. Debug Message: Version v1.1 last updated on: Mon Apr 24 19:03:49 2006 Debug Message: Could not find a TGN Serial No. Debug Message: *********DXDiag info follows.********* Syste

10 Replies 14,556 Views

I think people misunderstand the point. This would not provide a "bonus" to slow researchers or a "penalty" to fast ones, since the techs would be that much more powerful. I don't care how many machine guns you have, my B-52's are going to kill you all, until you build something to counteract it, which never would have occured unless you saw some in action. You would have less time to capitalize on your advantage, but it would be such a greater advantage that it wouldn't matter as much. Just

16 Replies 20,828 Views

Indeed. As the subtitle says, this would probably be way too difficult for an update, since I would imagine (not being a programmer at all) that it would require a complete rewrite of the game. However, this would add a nice element of reality to the tech system, and make tech as powerful as it should be, without unbalancing the game.

16 Replies 20,828 Views