I think it has something to do with power difference. most of the times the game skips battles for me, is when i send large capital ships against a wing of fighters that are trashed in a single shot. But when i send them against medium/large/huge ships, the cinematic battle screen appears.
Tremo
Well, you can get my first 7 anomalies that I added here; http://library.galciv2.com/index.aspx?m=29 All tested and all have a unique picture. See the readme.txt for install notes.
Well, apparantly I was right! Expect a nice big, fat pack of events soon (if nothing goes wrong )
I don't know. I think the 'MoralityWeight' tag is for that. Personally, i think the attribute tags specify the result (as in adding research/manufacturing/etc) because there is no other tag that specifies this. It isn't the 'type' tag like it is with anomalies because there are only two types; one for newly colonized worlds and one for already colonized worlds. And as i browsed through the events.xml file, every time the bonuses were all +/- research bonus for example, all attr
Hi, I recently added several anomalies to the game and released them, but i'm also looking to add events. And while it's relatively similar to anomalies and very easy to do, but i can't seem to figure out what the following tags do; GoodAttribute /GoodAttribute NeutralAttribute /NeutralAttribute EvilAttribute /EvilAt
I hate to say this but most of the main tech in an F-16 was designed in the seventies. And a factory from teh 40's could build all the parts but the electronics. I see you like to nitpick But there is
Well, I've been a little disappointed with the anomolies in the game, so i decided to add a few. I'm planning on adding a few more but I decided to release these while i'm at it. All events have been tested by me (took me 30 minutes of just surveying... booooring) and all events have a new picture accompanying them. I also added a few negative anomolies Here's a preview; <TABLE cellpadding=8 width="95%" align=center bgColor=#F
I'm currently adding anomolies to my game. Even some negative ones where you lose something instead of gain it just to add a different flavour. I mean, running into an asteroid field doesn't always have to end well, now does it? I also want to add new events, but i can't figure out what the GoodAttribute, EvilAttribute & NeutralAttribute tags do. Without knowing that, i'm not going to risk add
Good point Tremo, I guess I overreacted a bit there because your writing style seemed so reminiscent to that used by professional trollers I don't know if i should laugh or feel offended... so I'll just laugh. Hehe... <TABLE cellpadding=8 width=
Oops, double post. the forum was wonky... my bad
The problem is not how war has to be waged, but is about the difficulty equipping empty planets when you have an hgh tech level. This isn't as much of a problem as you might think. It's either costly or it takes time. Neither of which make it 'difficult' by any means. But once again, it can be neither time
Tremo I'm not in the mood for a flamewar or a discussion about my 'last two braincells'. Nor am I in any way suggesting they should make the game easier. All I am saying is that we should have an option to use old tech for the obvious reasons. But even if we could travel down that road, it would still take many, many turns before a planet contributes significantly, but at
First off, war costs money. Thus you'd be wise to not initiate ANY war unless you have a large surplus of money and are able to actually fund your campaign of aggression. Rebuilding conquered worlds is part of this campaign. Yes it sucks, but that's generally what war does best; it sucks. In summary; War costs a lot of money. Want to conquer worlds? Be prepared to face the price tag. Seriously, i hate it when people start demanding stuff in strategy games to make it easier.