cirtain AI personality types seem not to be expanding, you might want to try changing said personality type in the race config file, it helps, sometimes. ive found that personality type 7 when applied to any civ rarely seems to expand. to adjust, just open raceconfig with notepad, scroll down till you see x and change it, the major civs use specific ai personalities, dont know them all off hand, look through the file to g
Valakov
hrm, my last reply poofed. great to hear you are still tinkering with it - ive run into the AI rally point stacking bug on a few games, especially for whatever reason on custom maps. dont suppose you could add a xml/notepad type config file that allows editing of some of the hard coded values as well? ie 20k cash cap/earnings drop off, population caps (suggestion for next version of game, planet population dependant on planet quality) etc?
Hello! 2 quick map editor questions - ive desided to start messin' aound with the tools a bit, and ive got it im my mind to set up a long, slow, Minor Ascendant type map, giving the Minor's significant bonus's in the race file, and new personality types so they will better be equipped to spread out. anyhow, questions! 1) is there a way to Disable the nebula / star backround in the map editor? replaceing it with a flat black
Eh, i'd just like to see it scale a bit depending on Map size, say start out at 20k for tiny/small maps (would you ever reach it?) and scale upwards by 5-10k each map size thereafter. Perhaps if the leaseing options do get revamped at some point, this will help for the massive upgrade all costs on the larger maps. from there, i would like to see the negitive 500 rule scale as well depending on map size, to perhaps add an additional 500 per map size above small. (so abou
just a quickie - i dont know if anyone else does this, but at times, when messing around with modding, i like to jump start the galaxy with control L - which, for those that didnt realize, splits up the planets in the galaxy relatively evenly between the civs. the request is, currently it only gives 100m population per planet, creating an instant economic problem. could it possibly be arranged to have this feature set to 1b population at some point please?
pet peave request - Objective- When a civ "gifts" ships to another civ, have those ships warp to the nearest planet of the recieving civ, which is then reset as the ships "home" planet. The reason for this is when the AI is given ships, most of the time it unfortunately does nothing with them or sends them on a futile cross map voyage, or in the case of when the player is gifted, the ships are so far out of the current theater of war that the only real use for them is decommiss
[quote] love to see a "focus all" hotkey in the planet listing That could be a real drag for big-game players in the event of a fingercheck. Unless it comes with an Undo, which I seriously doubt is plausible in the GC2 engine. Maybe there's room for a new button set, or perhaps a mouse+key function like a CTRL+click. [/quote] Aye, is what i was thinking, specifically for the Large/gigantic galaxy crowd.. there are times such as when you get industr
love to see a "focus all" hotkey in the planet listing, for those times where you want to speed build improvments, or boost research etc.
probably even more code to do.. but if RequiresHullType cant be done, how about a Minimum/Maximum Capacity qualifier? - a bit more flexible for modders, if akward, but essentially does the same thing, limit modules to hulls, allowing for more Tech tree options and ship varience.
A second check box - Upgrade all ships of x class to Y class, [B]in this fleet only[/B].. would be very nice.
Ah, for some reason i thought that the Catagory tag would be where RequiresHullType could be pointed at, but now that im looking at various mods, some indeed use differant names.. hrm. still, thanks for the reply to the idear, mayhap ya'all can bounce it around a bit. - being able to seperate modules to hull types, if even just setting up a new line to the extent of primary type (1-6 for the basic ship types, modded or not, they will end up falling into those basic catagor
or.. how bout a Carrier module,RequiresHullType-Huge only, adds X logistics.. but only ships of 3 logistics points or less are counted twards that bonus. Add the Range bonus modules and voila, carrier fleets.
All planets focus on research/military/social keys would be verrry nice. or just a "master" button on the planet list screen would work too.
patience is a virtue.
[quote]Really all you'd need would be an option to specify one-per-ship in the xml. You could then just use an HP booster module to give HP, negative size, and an appropriate cost. [/quote] Kryo, will there be a new qualifier at some point for modules? ie, RequiresHullType-Cargo-RequiresHullType- ? and, a one per fleet qualifier as well? by setting a specific hull type for cirtain modules (heck, or weapons/defenses etc) a whole 'nother world of flee
ohhh yeah, forgot to mention, if mega events are not going to be moddable in the near future, at least allow for some of the options that are mega-event specific to drop down to normal events please. (ie events that effect galaxy sectors, ship generation, etc)
[quote] The one thing that keeps recurring that I absolutely agree with is the ability in 'options' to set how often mega events, UP meetings, new anomolies and anything else so that you can have a game that is almost compeltely random or more straight forward. [/quote] nod to the above quote. also a notification as to what the UP vote will be on prior to the acctual vote, allowing for some influence dickering. (or, my civ will give you xbc if you vote this way etc.) <
orriginally posted in game talk but eh. After reading quite a few threads, and playing pretty much exclusively huge/gigantic galaxies, i would like to suggest that a look at how the ai desides what is a useful ratio of transport to regluar ships might be in order, as a way to increase difficulty, especially in regards to late-game (when most techs are researched by all civs that have survived the Mid-game wars) As an example, in the current game im playing, the most powerful en
Alot of minors go "stagnant" do to the fact that they all have a coresponding major race that acctually controls thier ship range, therefore if that major isnt present, or gets killed off, the Minor basically has zero range. search for some of my earlier posts on the subject, did a bunch of testing etc. if you are not playing metaverse, you can somewhat allieviate the various issues by increasing the minor's stats in racecfg, but even with significant increases in stats, the mi
just about 9 times out of 10 i find that the turn button issue is caused by a ship in a rally point having not cleared all its moves when the turn button is pressed, or not joining a fleet when entering a rally point. most of the time once your turn button grey's out, but you still have move control you can simply hit the find button and move those ships with postive movment left. gennerally the bug occurs after your auto pilot moves have happened, therefore it doesnt take too long to
After reading quite a few threads, and playing pretty much exclusively huge/gigantic galaxies, i would like to suggest that a look at how the ai desides what is a useful ratio of transport to regluar ships might be in order, as a way to increase difficulty, especially in regards to late-game (when most techs are researched by all civs that have survived the Mid-game wars) As an example, in the current game im playing, the most powerful enemy (status with me, at war) currently
just about 9 times out of 10 i find that the turn button issue is caused by a ship in a rally point having not cleared all its moves when the turn button is pressed, or not joining a fleet when entering a rally point. most of the time once your turn button grey's out, but you still have move control you can simply hit the find button and move those ships with postive movment left. gennerally the bug occurs after your auto pilot moves have happened, therefore it doesnt take too long to
Cari, yes it’s a bit of an older thread, but wanted to put my 2bc in, hopefully you are still looking at it and if folks like it, perhaps pass it on. Firstly, the AI does a good job of making sure that “border” planets are guarded with ships in orbit, however, since they defend one at a time unless the AI still has room for the fleet manager, which more often then not it doesn’t build, it becomes a somewhat trivial matter of picking them off. I suggest that all planets shoul
[quote]There are so many thing not moddable in this game, I wish everything could be moddable, but then, we could just release our own version of the game and sell it, not sure this is what the Devs want... [/quote] Naw - with the product mostlikely nearing its "end" at least for this version (gal2) when 2.0/twilight lands, i would just like to see more stuff opened up before Stardock moves on. Why wouldnt they want word of mouth/mods to drive additional sales post product cycle? <
[quote]I think the range thing is just you. On the tiny maps I've been playing of late, my flagship has nearly full range of the galaxy regardless of starting. In the larger map sizes, not nearly so much. [/quote] Range is proportionate to galaxy size. so, load up a tiny map, take a look at your survey ship, note the range in the information screen, then load up a gigantic map, and do the same. What im looking to do, is eliminate that range bonus for larger galaxy size entirel