I found it earier to give the Drengin a big speed racial ability, and as well as some points in sensors or range (I believed I used senors). You need to micromanage your ships and avoid any combat unless you have no choice. I played that level by focusing on getting one ship to the sector. (The big ship with the custom name. I was under the impression that I needed to get THAT ship to the sector, not just any ship. It appears I am wrong about that, though.) I collonized worlds and build
TOV
That gun is actually a mass driver gun, and is just used for decoration. You cannot use that gun on your own ships unless you have the required tech (the mass driver technology just after mass driver theory), and even then you cannot use it for decoration. I believe there is a mod in the library that allows you to place weapons for decoration, if you are looking for something like that.
I was thinking more along the lines of "A secretive race that doesn't give a damn about the rest of the universe." Sadely, I doubt there is one like that. The yor AI is interesting though, and I never thought about using their AI.
I can see what you mean, Starstriker1. According to the flavor text, that the Iconians have weak researcher, but apparently, the Iconian AI builds lots of research buildings. Does anyone know a good ai for a race that is really good at research, and does not like to deal with other races? I can take care of the research part with bonus abilities, but I'm stumped on the second part.
Wyndstar, could you please go into more details about the AI personalities? In addition, do the personalities have anything to do with the +'s and -'s on the opponant selection screen?
The conversations can always be changed by going into the Dark Avatar folder in My Documents and opening the custom race folder. Look for Generic (In your case, it might say Human instead of Generic). Change the name to whatever name you want. You can even create your own custom dialog, although to do that you need to also mod the conversation file. EDIT: I did some editing, and I found that this is not quite the case. When you select a different dialog tag, t
If the planet is the only habital planet in the system, I often just remove the number, and sometimes change the spelling. (Midgard became Midgaurd). If there is two planets, I might add "prime" to the name of the higher quality planet. Sometimes I give aquatic planets and planets that have a lot of water tiles names like Atlantis or Oceanus. At times I get rather involved with naming planets. In the game I am currently playing, I had an ethical event where the planet I just colonized
I noticed that in one of the updates, you added a feature where if you click to add money to a trade, the game automatically gives the most efficient amount that will make the deal work. In other words, the game tells me the minimum amount I have to pay, or the maximum amount the AI is willing to spend. This is a great feature, and I would like you to extend this feature to influence as well.
Except I do not have the beta. I bought the game directly from stardock central.
I have updated my mod for Dark Avatar. You can get it here: Here After installing this mod, unzip to your mod folder. Then place the folders in the main mod folder. The English file contains everything in the original file, plus a few modest additions to make the Range Modules work. Place the English file in the data folder of your mod directory. New Starbase Modules - New attack and defense modules fo
Whenever I invade some planets, the ground or scy is completely white or black. I looked in the GalCivII folder, and I at least two files missing: Invasion_Ground03 Invasion_Ground05 If anyone knows were I can find replacements for these files, I will be happy.
The beta version is usually available through Stardock Central, which you can get through the download page of this site.
In the latest update, I have commented the starbase issue out, so it no longer appears in the game. Until (or if) stardock fixes the problem, this is the only solution I can think of.
+ Super Manipulator + Super Manipulator ability put into effect in the diplomacy screen, can easilly get players to go to war with one another. + Super Manipulators are massively better at getting other players to go to war with people who have annoyed them. Rule of thumb: Don't tick off the super manipulator player or you'll be sorry. Keep them happy. </t
I think this will be solved in Dark Avatar. There are barracks there that add troops. Hopefully, these troops are used for defense and for filling transports, and the rest of the population is left alone. If you only want to take out military units, then only target ships. Reduce their military might to zero for a couple months and they will often surrender (m
They are hard hoded, so you cannot look at them or mod them.
The dread lords should get some ships. However, they should not get large fleets, because in the original campaign, lacking a lot of ships was their main weakness.
I sadly do not have the DA beta, but from what I read, it sounds great! There is one idea I have for it, though, that might make it even better. Don't worry: it has nothing to do with multiplayer, carriers, or tactical combat. I would like the constructor to act more like the space miner. The constructor would be destroyed to build the initial starbase, but after that, star bases can be upgraded like an asteroid mine. In addition, the player can still use up a constructor for an instant
I want the troop transport to not be destroyed after an invation, unless the invaders lost. Is this too hard to do?
Super Breeder = 100% taxrate? Looks like very very overpowered. No, they have 4x birthrate at 100% approval rating.
I would rather see the abilities toned down before you add penalties. Penatlies may make balance more complex, and possible harder to reach. Now, for my opinions. Super Warrior - To my knowledge, the first strike is only for the first round. For other rounds, attack proceeds post-1.2, correct? Super Isolationist - Instead of a fixed number, why not use a percent, like 50 percent? Super Trader - 2x trade is an improvement, but is still iffy because trade is not as profi
I would like to know if the environment techs will be more spread out and less linear in the final version. I do not have the beta, but from what I read, the environment techs are linear like the other techs. From the previews I read, I thought they would be spread out to avoid rushing the environment techs.
Could you include what super ability a race has in thier discription? Its one of those minor details that would be useful when selecting a race to play as. Super Diplomat - Terran Alliance Super Dominator - Drengin Empire Super Organizer - Altarian Resistance Super Warrior - Arcean Empire Super Breeder - Torian Confederation S
In addition, I think the Iconians can colonize Toxic and Aquatic worlds, unless their ability has changed without notice.
Only large stars go supernova. When they die, their core begins to collapse, resulting in a large boom. Before the supernova, the core does a lot of other funky stuff. A space-going civilization would know for years that a star is dying, but may not be able to predict exactly when the star is going to blow. That was the geek's take on it. Now for the players.