I think I figured out a roundabout way to deal with the upgrading, 1 per planet, planet improvements bug. Advanced navigation center and quantum power plant. You design a new planet improvement for each that they could upgrade to, but then don't provide the required techs to build them. Because none of the new planet improvements get used, you should be able to destroy and rebuild the normal top tier versions without problem.
DivineWrath
In a recent game, I was playing as the Arceans. I had some significant problems researching beam weapons. I researched particle weapons (tier 2 beam) and what I got didn't do anything for my ships. Upon inspection, particle beams took up a lot of room. For tiny hulls, they were more than twice the size of lasers 5. For small hulls, they were twice as large as lasers 5. Consequentially, my ships were not improved when I researched the tech. It was not until I got medium hulls that I
The base game is version 1.53. Version 2.20 is for the Twilight of the Arnor expansion. Me thinks that maybe you bought the base game years ago and never got any of the expansions. There is a good chance you will need to buy the Ultimate Edition on Steam or GOG.
I still play. I left it alone for a few years, but I'm back. Sorta. I don't play every day like I used to.
There is a small change I want done. Change the Yor's efficiency center so you can make as many as you want. Without it, its hard to make enough money to do things. Nabbing other civs economy techs becomes a must.
If you want influence stuff, you will want to avoid the Yor, Thalans, Drengin, and Korath. Unfortunately, the Yor do have a weak economy. They can't mass produce economy buildings like the other civs can. Buying other civs economy techs is a must. A 100 points for custom races you say? Strange. I'm getting 150 points. Have you tried pressing the reset button?
Population increases taxes. The base tax rate is the square root of the population (in multiples of billions), so 1 billion is 1, 4 is 2, 9 is 3, and 16 is 4. So increasing population for taxes offers diminishing returns. I find that that tax rates in multiples of 10 greatly increases morale loss. As such, I try to keep my taxes at multiples of 10 -1, so I would use 49% or 59% taxes. I don't know the exact equation that is used for taxes. High populations is
No. Its first come, first serve. If they're there with a colony ship, they can take whatever unclaimed world they want. It takes 4x the influence to flip a planet. Having dominant influence in an area isn't enough, though its a good start. You could colonize the worlds and then destroy them. I think you completely destroy a world when you do that. You need to click the details button to get to the screen that has the destroy colony button. While nabbing high q
Alright. I've done plenty of testing. I played a few times as each civ. I think this mod is good. It has about the same feel of v2.04 but with updates and bug fixes. Some comments: -I noticed that the various files had their data reorganized. Much neater than before. -Is there any reason why the output for the initial factory and research buildings for the Thalans were reduced slightly? -Is there a reason why stock markets no longer have influence bonuses? -The
The new patch seems to be working better. No extra civ capitals is present. I forgot to mention that Adamantium 2 is missing its tech name.
Well, I downloaded, unzipped, and hooked up the mod files. My problems occurs when I try to play with either 6-2-1 and 6-2-2. It doesn't matter who I try to play as. I can build civs capital buildings on all my colonies. Maybe there is a problem with the zip file? Have you tried to unzipping it and using the files you get? My GalCiv 2 version is v2.20 from GOG. Edit: Also happens on my Steam version.
I've downloaded the latest version (Community Update 6-2-2). There seems to be a bug regarding civ capital and initial colony. I can build the other version on a colony, so colonized worlds can build a civ capital, and the homeworld can build an initial colony. Checking the file, they seem to be missing the following: 0 Adding that code prevents the planet improvement from being a build able structure. Ed
[quote who="Maiden666" reply="1894" id="3655393"] Quoting DivineWrath, reply 1887 A suggestion that I thought up long ago (before v2-04), is that maybe mining and factory modules should get their own spot on the tech tree. Instead of tying them to factory techs, you could advance them independently. Mind you, I thought of this back wh
By the way, I'm not sure what happened with Gaunathor. I wasn't paying much attention, so it seemed like he rage quit rather suddenly. I hope he is doing well and feeling better. If there anything that I do to help welcome him back, I'll be happy to try.
So far the latest update works fine. No major problems. There doesn't appear to be any bonuses for the orbital terraformer now. I don't need it to be planet quality bonus, but I would like it to have something beyond magically terraforming all tiles. The bonus could be a morale or population growth bonus. It is not very useful once there are no more tiles to terraform, so its kinda wastes a tile unless it gives a bonus of some kind. I don't like the fac
I've played about 2 games thus far of the recent patch. Here are some of my thoughts: The tech tree feels like it takes longer to research and that some buildings take longer to build. This is in contrast to v2-20. Not sure if this was the intended goal so I'm just mentioning it. A lot of the tech tree, at least for the Terrans whom I've been playing as, looks a lot like the TA v2.04 tech tree. I was surprised to find that the starbase module "star
[quote who="Gaunathor" reply="1873" id="3654137"] That's most likely because the tech didn't exist in v2.20. It got added in the update. The Terran .raceconfigxml file from your previous playthrough won't have it as a starting tech. In order to fix that, you'd need to either remove the file from your My Docs folder, or click the Clear button when you set up the Terrans for the next game. The same goes for any other .raceconfigxml files you have from previous playthroughs.
[quote who="Gaunathor" reply="1870" id="3654060"] The progression of the size modifier of the life support modules is now 5%, 6%, 7%, 8%, 10%, instead of 5% for all modules. I'd still like to get some feedback on the LS changes. Did they make you want to research more advanced modules, or are you still staying with the basic one? If you are researching more advanced ones, is there any point where you stop, or are you going all the way to the Ultimate Support module? [/quote]<br
I did a quick peak at the newest version. Excellent timing on release as I had recently finished my previous game. By the way, are the zip files supposed to be named the same as previous zip files? My first game is as the Terrans. A quick glance at the tech tree, and it feels a lot like the old tree. How they are arranged and stuff. However, some techs aren't fused together as a group. Some of the order is different than what I remember. You might want to take a look at that.<b
[quote who="Maiden666" reply="1850" id="3652826"] @ DivineWrath - basically all items you mention have already been adressed in some of the 6.1.2 revs. Just get the latest and see if you like the solutions.[/quote] I guess I'm going to have to play the latest version after all.
[quote who="Gaunathor" reply="1847" id="3652656"] I made a second (and third) pass on the Drenging and Korath manufacturing-boosters. The result is okay-ish, but could use another look. I originally wanted to keep the total bonuses the same, but that didn't work out. It made the Aul Incinerator simply too strong (as I mentioned before, I don't want it to encroach on the 50% bonus of the Molecular Fabricator). So I ended up reducing the bonus. The Drengin now end with +70% (instea
I played some more v2-20. Here are some of my thoughts. I'm a bit surprised at how powerful military starbases now are. They still aren't useful as a long term weapon, but they are proving to be helpful early in the game. One module improve weapons by 3 points (1 per weapon type), and the other improves defenses by 3 (1 per defense type). This increase makes them useful for buffing up my military early in the game. Lets me put off weapons research until a little bit later.
I'll go poke around the latest files and see what I can learn. Do you want me to be well read up on the changes before commenting further? Maybe I'll make starbases my first pet project. They haven't got very much love as this game was developed. Though, I don't know how much they can be fixed. They didn't exactly get much in terms of improvements so I don't have much to work with.
Hmm... I suppose I could start off making some comments regarding the changes I noticed for v2-20. From what I've seen, someone has tried to fix the tech tree in ways that it wasn't done in v2-04. There were flaws that a veteran would notice after playing long enough. For instance, some starbase modules required techs that weren't on a civs tech tree. Everyone used to get them back in DL/DA, but in TA everyone started getting unique tech trees and some important weapon
Hello. I'm not sure if I have the time for this, but I'm wondering if I can help? I'm a veteran of this game series, so maybe some of my feed back might be useful. Ask me anything and I'll see what I can answer. A warning though, I feel a bit rusty right as I haven't played for a while. I've been playing some GalCiv 2 v2-20 recently. I've played a dozen games as the Terrans, and I got a few games as the Drengin played.