marioflag

marioflag

Joined Member # 2351863
133 Posts 294 Replies 13,068 Reputation

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!

33 Replies 22,424 Views

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

24 Replies 15,129 Views

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

4 Replies 2,369 Views

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!

24 Replies 15,129 Views

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!

26 Replies 18,983 Views

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

32 Replies 17,961 Views

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

3 Replies 4,820 Views

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

36 Replies 19,742 Views

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?

3 Replies 4,820 Views

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.

5 Replies 5,819 Views

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

69 Replies 31,659 Views

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.

5 Replies 5,819 Views

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?

210 Replies 459,848 Views

Thanks Kryo.I was using High Resolution Graphic by LogicSequence which has its own raceconfig.xml so modifying it, negative modifiers appears now.

8 Replies 6,926 Views

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

8 Replies 6,926 Views

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.

8 Replies 6,926 Views

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?

5 Replies 5,756 Views

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.

5 Replies 5,756 Views

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

5 Replies 5,756 Views

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?

8 Replies 6,926 Views

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.

35 Replies 40,028 Views

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

210 Replies 459,848 Views