Nicky21

Nicky21

Joined Member # 2435998
7 Posts 34 Replies 389 Reputation

I'm making a small mod for myself but every time i try to mod the Orbital Fleet Commander it doesnt work any more. I tried to give the starport the ability. That has no effect. I tried to give the initial colony that ability with the same results. I tried to change the super project (hyperion fleet defense) to make it more appealing, i added some morale and manufacturing bonus. Again, no effect. ships are being picked up from orbit one by one. Does any othe

1 Replies 3,443 Views
Reply to Star Trek Mod in Modding

I still have version beta 4 on my computer. Do you need them?

14 Replies 43,855 Views

Are there any good looking terran shippacks for DA? I'm searching for stuff that is made from the standard components, not for imported models (like b5 or star trek). And [B]I did [/B]try searching trough the library, but so far only the croc terran pack appealed to me. So, guys, what do you recommend me?

0 Replies 2,470 Views

This is one of my favourite strategies. In the early game focus on military starbases + tinies. You build military starbases on all your borders. the fisrt thing you should upgrade should be the speed bonuses, then the sensor ranges. Then you start churning out tinies like crazy. I mean the cheapest possible fighter, with just 1 offense and 1 defense. With a decent miniaturization bonus you can build a fighter that can take the extra cheap armor plating and a cheap mas

36 Replies 19,153 Views

Seeing the transport hulls requiring research would be awesome, however, the AI won't be able to handle it and you'd probabily end up colonizing the entire galaxy before they would build their first colonizer.

34 Replies 23,059 Views

The system can be made as not to be abused by simply having a high maintenance cost. If on a planet you pay for every research point 1cr + the maintenance of the lab, SD could balance the new componet so that you should pay for every space based research point 2cr + the ship's maintenance (which is a hel of a lot more than a lab's maintenance)

23 Replies 15,519 Views
Reply to Counterstrike! in AARs

Very goo AAR! It got me tottaly hooked!

59 Replies 155,161 Views

I'd like to see a lab modue as well. It is kinda boring to build ships only for wars. What about peacetime? Shouldn't that upkeep be used for something like research?

23 Replies 15,519 Views

I'd like to post some after action reports, but i have no idea what the screenshot hotkey is. I noticed that Galciv DA has the option to save the screenshots as a jpeg but, again, i dont know the hokey to do it.

0 Replies 2,710 Views

Cloacking devices would still be fun as they should also add some defense in combat too. Also, if they work by reducing the enemy effective sensor range they are still useful on the map. For instance a ship with sensor level 5 would detect a ship with cloacking device level 2 only from 3 squares, not from 5 squares as it would detect a normal ship. It would add a lot of depth to the game!

9 Replies 8,396 Views

What i'd like to see most is the ability to revive a race once it's been destroyed (an old ally) but you manage to take back it's homeworld. You should have a button on the recaptured homeworld like "Grant independece to Iconian refuge" and this should recreate the race with just that colony. After that you can gift them a few new worlds. Also what i currently don't like is that the AI always picks on the weakest player, no matter if they are/were friends of has the same ethica

382 Replies 105,522 Views

Yeah, some real lights would be so cool. I tried designing all my models using lights but the ones we have now just don't do it...

36 Replies 25,155 Views

I have the same problem with the shipclass files. But i alse have the GalCiv2 gold edition that comes with 1.5 preinstalled, so there's no way to install teh 1.0 version. Does anybody has a solution in this case?

4 Replies 3,373 Views
Reply to Delete in Off-Topic

danielost: that may be true, but we are not only affecting the CO2 levels by producing it trough polution but also trough cutting down the forrests that keep those levels down. also: there is a balance on the planet. volcano produced CD2 is counted towards that balance, industrialization produced CO2 is not. we are affecting the ballance, which can be disruptive....

107 Replies 111,302 Views

Here are my ideas and requests: 1) (Modding) The posibility to mod the starbase effect range. Right now you can cover 3 solar systems with just one starbase. I would like to make a mod where a starbase just affects the square it is in or it only affects a range of 2-3 squares. 2) (Modding) The posibility to limit the number of colonies a player owns. Maybe dependent on the system of goverment or some research. The scope is to limit the initial colony rush. 3) a compone

400 Replies 125,959 Views

Is there any way to make ship savailable in the game without the ship creator ? What i mean is there a way to make ships become available once the proper techonlogy is researched but not allow the player modify them in the ship creator ? Im asking this with a mod in mind....

0 Replies 2,333 Views

i tried my solution; if you nerfe down the initial colony and then create another buiilding in response in order to get the colony to standard values again the ai will build it on most of its colonies. that is because in itself in an super-building that has a lot of positive values. however it doesnt stop the initial colony rush, because while the initial colony has maintenance 60 and the second colony building has -48 maintenance, this still kills the economy of all the ai's. this is

2 Replies 4,066 Views

Id liek to make a mod to slow down the colony rush; one of the ways of doing this is to make the initial colony have a huge maintenance cost. this will force the ai to build just a couple of colonie before it runs out of money. so i have to add another building, an ai colony center let's say that has a negative maintenance (thus cancelling most of the maintenance cost of the inital colony). this will force the ai to build these colony centers that will ta

2 Replies 4,066 Views

1) Id like a the slow start option: the initail colony rush is a game killer for me. personally i found that there's no fun in playing the game after you've colonized the initial systems. and dont get me started on a colony beeing able to grow to the size of twice the homeworld in just 20 game turns; that's just plain wrong! so id like to suggest you something a lot more radical: a) make a huge maintenance cost per colony; something that would really make you

399 Replies 224,258 Views