Wouldn't be better if Pirates gets zillion of units which are not so overpowered.Also for flavour it is unexplainable to see these uberships coming from nowhere!
marioflag
I'd agree that the UI could be more informative. A lot of the forumulas and math for GalCiv2 are "interesting" and it's often hard to figure out what's going on. But, I'm also more of a "feel" players - I don't like reducing games like this or Civ IV to a mathematical exercise. Regardless of how the math works out, it's usually pretty obvious to me whether I'm doing the right thing and winning or losing. I would have to disagree about starbases. 4 per sector i
You should have a raceconfig.xml also in your mod, so you should change portraits in your mod folder, otherwise you should change GC2 raceconfig.xml
I also agree with the OP. It is since GC2 was released that the documentation is awful.Also now after 1 year playing the game i have a lot of unanswered questions about game features, and this is not good considering also that adding some description text in game wouldn't take so much time!
Would it be unimplementable if superdominator instead of givve zillions of corvettes gives core ships already discovred through techs?Clearly these core ships shouldn't be the most powerful core ships available but at least shouldn't be the crap corvettes!
I would add that one of the weakest point is Spore Ship by Korath AI and AI whiich is unable to defend against it. In my last game as Torians while i was annihilated by Korath, i was able to destroy a lot of Spore Ships because they were all unescorted.Other AI were also too much liable to lose planets due to Spore Ships they simply didn't know how to defend from them. Other points i have noticed is that some AI civs are really bad Korx particularly sucks.So some AI civs should get
what are templates?are just saved ships or new personalized hulls?
It makes the planets of the civ in question considerably less likely to flip when they do get over 4x alien influence over them. But how can i see loyalty effects?In the case of Yor which have 100% loyalty in game how is it implemented? I assume that there is a chance per turn that your planet flips as soon as 4x foreign influence is reached. Does it mean that chance per turn to flip Yor's planets is halved by two, or does it mean that foreign i
I can only drum up one request right now: 1) A bit more ability to customize player-made races. Specifically, being able to REMOVE points instead of always having to add. I would like to make a custom race that, say, is an industrial powerhouse but suffers a penalty in research. Smegma i had the same request, BTW i have done it modding raceconfig.xml and yes races have a lot more feeling. I have made for example a penalty to loyalty for Kor
Loyalty description says that this ability make your citizen less liable to foreign influence. In the case of Yor which have 100% loyalty does it mean that: if 4x foreign influence is needed to flip a planet, to flip a Yor planet i need 8X foreign influence, or Loyalty functions in a different manner?
Unless i am confusing something it says that the ships which are outside my support range remain in stasis and i can not move them.
I also find that defenses are now nearly useless and researching them is not really worth.I also agree about the other issue that using different defenses on a single ship is nearly useless so it's better to focus on a single defense on every ship. But I don't think the problem is game mechanics, because also if they deplete during combat they can be useful at a right cost. IMO as some other people suggested defenses should give an higher defense probably doubled or should cost a lot les
I really like the feature that some civs gift you units when you are in war with a civ they hate, but there is a real problem about it, they gift you units often in distant territories outside the life support of your planets. Could the AI be able to gift you units as soon as they are inside the range of planetary life support, because this feature now is simply useless or worst you have to pay mainteinance for units you can not even use.
LogicSequence playing now with your mod has improved a lot my games, i have particularly appreciated the fact that Racial core planets have unique terrain, it gives the game a lot of flavour.Toria and Altaria are particularly pretty . I have just one question are you planning to make new terrains for other planets in future versions, so Planets will be a lot more differentiated than before?
Thanks Kryo.I was using High Resolution Graphic by LogicSequence which has its own raceconfig.xml so modifying it, negative modifiers appears now.
Kryo what do you mean for named fileds and ABILITYN fields? In Raceconfig.xml i see only all these fields economics, research sensors and so on which correspond to base natural abilities of every race. I have tried for example to give Korx instead of +15% economy, +25% economy in game but there wasn't any change to Korx base economy ability which remained at 15%. What i have done was just changing the value in to Korx in Raceconfig.xml from 15 to 25.What am i doing wron
Actually it seems that you can not give negative modifiers to civs. I have given "-20" "-10" in raceconfig abilities but races don't get any penalty.
For "most" you mean all abilities which have a percentage? So the only excluded are Sensors,Logistics,Speed and Range?
But Kryo for the example in the case of Korx how High Defection Rate is translated in game? Does Korx planets flip easier than other races planets, so instead of 4x foreign influence to flip, less is needed?
Altarians is depicted as Good research skills weak military.go in raceconfig.xml Iconians are really a mistery they now have weak research skills and only good espionage.I wonder what are the real effects in game.
Some races have a description of their best and worst ability. For example Korx: strong economy- high defection rate Korath:Strong Military- Weak Diplomacy Altarians Strong Research skills- weak military and so on Does they have any effect in game or these description are just here without any effect in game? For example Korx haven't any modifier toward loyalty, Altarians don't have any modifier toward weapons,hit points or military prodution, Korath no effect in diploma
I'm really enjoying race personalization which is possible in DA, so i wonder if I can give every race some negative ability modifiers.For example if i want to give -20% diplomacy, -20% military production can i do it in race config?
I would love a size which is between large and huge.Large seems to me the best setting to enjoy the game, but larger maps whil become overwhelming are also very fun.
What kind of glitches are you talking about Marioflag? Anything specific? Logic Sequence probably my graphic corruption was due to overheating because now i'm not able to reproduce it, i'm noticing that with the mod my audio is stuttering a lot more than before but it's already known that it is due to anti-aliasing (which i have maxed at 6x) and also in this case it should happen because your mod needs greater graphic requirements, so all
Well i manged to install the mod i have noticed anyway grasphic glitches as soon as i switched graphic options as suggested in the readme. My specs: AMD 3500+ X800 XT 2GB RAM