Aerion Istari

Aerion Istari

Joined Member # 2394776
11 Posts 65 Replies 10,730 Reputation

I started out being impressed with this mob until I noticed the lack of farms. I played a couple hundred turns figuring I just needed to research the right tech. When I finally realized no farms were forthcoming, I quit the game and headed here to verify my suspicions. Nice mod but the lack of farms is a show stopper for me. I want more control over the population of a planet than the one-size-fits-all solution you provided. It seems silly that I can build multiple l

722 Replies 1,778,170 Views

I want to printscreen my ship designs to document them, but whenever I printscreen, even using several different utilities, the actual printscreen is all black. Is there any way to printscreen within the game?

3 Replies 11,655 Views

[quote who="Gaunathor" reply="33" id="3336044"] Quoting Aerion Istari, reply 32In Custom Planets, give them 3-5 good worlds to start with. Perhaps that would jump start them enough? You'll have to play around with the numbers for balance, of course. That could work, but I'd rather not change their home-systems. That would just go too much against my main objective: staying as close to the lore as possible. Also, my guidelines for the map setting

298 Replies 923,675 Views

[quote who="Gaunathor" reply="9" id="3303505"] Quoting MabusAltarn, reply 9By the way, I noticed you are using the default (AIP7) for the Drengin, Yor and Korath. Have you figured out a way to get these guys to colonize properly? No, but they can work under specific circumstances. They just need enough habitable planets within their influence at the start of the game. If that is the case, they can build up a strong enough base for a military, and eventually conquer all

298 Replies 923,675 Views
Reply to Sensor Cap? in Modding

Thanks for the replies!

3 Replies 5,840 Views

I was playing around in GC2Types.xml and I saw a reference in a comment about some sensors not being updated due to the "sensor cap". What is this cap? What is it set to and can it be modded?

3 Replies 5,840 Views

My thoughts on tactical combat is this... In the current implementation, ship design and combat are based upon a "rock, paper, scissors" concept. It is simple. Too simple in my book. To me, the fun of designing ships is to design them around a theme and a style of combat. Do I design missile wave type ships that fire a wave of missiles to soften up the opposing fleet then follow them in to finish off the wounded ships. Or do I build a few heavily ar

59 Replies 77,827 Views

[quote]I am unable to reproduce this problem, LightVader. Can you tell me how it is happening. Give me some steps to reproduce it and I'll get it fixed ASAP.It happens consistently for me when I colonize a planet, buy a spaceport, and then start building some other improvement. On the start of the next turn, the planet reports that the spaceport is complete and the planet is now building nothing (even though in reality it is now building that other improvement).[/quote] This is how it h

13 Replies 14,609 Views

Is anyone working on one? A GUI map editor would certainly make designing custom maps a lot easier to design!

2 Replies 5,060 Views

I don't know what is with implication that Stardock somehow "dismisses" the idea. What people here have asked for (often loudly) that we just throw in tactical battles as a patch or an "expansion" and my answer has always been the same - no. It's too major of a feature to throw in. In Galciv 1, ship design was the thing people wanted in there and our answer was the sa

79 Replies 24,552 Views
Reply to Sensor ships in Game Talk

My first priority is survey ships. I like Byram's idea for the EW scout ships. I might have to add them to my Star Fleet.

18 Replies 17,694 Views
Reply to Fleet battles in Modding

jimmyb2 posted: I believe the overall best improvement for fleet battles is to make them 'real time', turn-based 'tactical', or some other form in which the player totally controls his own ships during combat. I do not like the way the computer fights for me. I would like to be able to decide which of my ships attacks which enemy ship, which of mine try to run away, w

17 Replies 15,301 Views

Yeah, trade routes are way undervalued - especially on larger maps. Their only practical use is to inprove relations with other races. I don't even bother hardly with starbases to increase revenue. I build them to increase production on my planets. But if a trade route happens to pass through the AoE of a starbase, then that is just gravy. Constructive Criticism: Double the value of a trade route and have the revenue from a trade route on a sliding scale

8 Replies 5,827 Views

I agree with everything you said except for the multiplayer. I never understood wanting a TBS game to be multiplayer. The gameplay is uniquely unsuited for multiplayer IMHO.

20 Replies 16,408 Views
Reply to Cheat Mode? in Modding

Why not forego cheat mode and just modfify your raceconfig file for the techs and abilities you want? Hull hit points are affected by your hull technology. Once you advance to a certain level hull-wise, those ships you save all require that technology. So if I maxed raceconfig to give me huge hulls, none of the ship designs I save would be a

6 Replies 5,850 Views
Reply to Cheat Mode? in Modding

We're looking into it, but it's unfortunatly low on our priority list But if you need to design ships with all techs, I suggest playing the "Battle of the Gods" scenerio. You get all techs to start off with, and should be able to design all the ships you can imagine <TABLE cellpadding=8 width="95%" align=center bgColor=#FFF394 class

6 Replies 5,850 Views