Rasori

Rasori

Joined Member # 2513561
12 Posts 198 Replies 9,550 Reputation

I find it astounding that the concept of a DIPLOMATIC Right of Passage treaty has been tossed out by a huge number of players, but I've yet to see Stardock respond to it. Mostly this is astounding because Stardock tends to be amazing when it comes to talking with their customers. I'd at least like to know if it's being discussed, and why not if not.

178 Replies 183,909 Views

So you say it's completely impossible to have any degree of controlled space without micromanagement. I disagree--unless, perhaps, you are talking about processing micromanagement, but I think you meant on the part of the player. Regardless, no point arguing over it; I'm no programmer and it's more than possible that what I see as doable isn't possible. Still, there are other ways. The key one which I haven't seen responded to and fully support is "One can choose whether or not to accep

178 Replies 183,909 Views

The truth of the matter has been stated many times over. Right of passage treaty (even as originally announced a while back), Declare War button (I'd recommend it regardless of how the rest of this works out, personally. Perhaps make declaring war slightly less of a diplo hit than just randomly attacking or something), it doesn't matter what. The truth is we need to come up with a "controlled" border and a "cultural" border. They should not, and in the case of what we're talking about, CAN not b

178 Replies 183,909 Views

Check especially for a missing/double open/closing marks. Not tags, simply the brackets that open and close a tag. These tiny, oft unnoticed things cause much difficulty.

8 Replies 3,808 Views

It would certainly make the most sense for a recommended speed limit without Right of Passage treaties. As in, "You can go more than this if you want to, but you're gonna make them upset." The other thing is that breaking the rules shouldn't AUTOMATICALLY mean war, just reduced relations. Also, I ask again: will we ever (preferably TA) see a disable tag for techs, as discussed in my previous post, 31?

76 Replies 87,292 Views

Maybe I'm alone in wanting this, but is there ever going to be a tag for techs along the lines of which allows the research of one tech to disallow the research of certain other techs? Kind of like how choosing Evil in Xeno Ethics makes sure you never get Neutrality Learning Centers? Just curious, because the per-race tech tree is really astounding, but I still want the disable feature. Aside from that, I'm insanely happy I've preordered TA. Thanks a bunch, guys!

76 Replies 87,292 Views

After reading up on the Albatross (I don't know my colonial (mostly) southern hemisphere seabirds too well, I admit), I've changed the "Flock of Crows," which I didn't really like anyway, to the "Great Albatross," (Troop Transport). I liked Albatross for Colony ships, but Storks really don't work for Troop Transports (yet work pretty well realistically and very well based on stories for Colony Ships). And the Flock of Crows was a name I really didn't want to begin with. Thanks for the suggestion

21 Replies 21,104 Views

I have a very complex naming convention. This is mostly because eventually I'd like to do AARs, and having a naming convention that would work relatively well from a "realistic" standpoint makes it a little more fun. Therefore, my custom race, the Rintal'n, are a bird species, and the naming convention is as follows: Each ship is two or three words (most three), where the name is: "Defense (adjective)," "Bird's," "Weapon (noun)." Fighters, often having no defenses, have two-word nam

21 Replies 21,104 Views

There are some key features I like about GalCiv. They all stem from one thing: I like seeing things I've done prove useful. Therefore, I like the ship builder. I like seeing my designs defeat my enemy's designs. I also like modding. I like seeing my hard work showing up in a game. I haven't the skills to make the whole game, but I can almost imagine it if I make a decent mod. Both of these are big parts of GalCiv. As many have said already, I'd happily pay just for mor

399 Replies 224,272 Views

If you're seriously interested in this, a good book to read is "The Voices of Heaven," by Frederik Pohl. It covers a lot of social stuff and a lot of colonial stuff, and does it all in a (with our current knowledge) possible manner. And by that I mean we'd have to scale up a great many projects, but it could almost exactly be done now. Edit: And if you're worried, no, it's not religious; instead, it looks into the social hows and whys of religion (hence the "covers a lot of social stuff

930 Replies 437,216 Views

Welp, that's the gist of it, really. I had three hard drives in my old computer, one being my 250 gb SATA gaming drive which had the game installed on it. I got the parts to build my new computer finally, so I've built it and am using it as I type this. However, there's been no luck in getting the game to work on this computer because "The product appears to be validated but the serial number or the machine SID don't match." Is there a way to re-activate it on the new machine without un

2 Replies 3,446 Views

I wouldn't say avoid a laser travelling at the speed of light. But it should be much harder to target faster ships.

11 Replies 8,500 Views

Eh, Coruscant is probably 80-90% built on (the rest being ocean), and its 3T inhabitants were situated in miles-high skyscrapers, so they essentially were stacked up.

20 Replies 10,985 Views

I've managed to keep the population happy at the 20 bil mark. At 25, morale begins to drop. At 28 or 29, the morale shoots back up again, though. Did up 'til 1.2 anyway, who knows if they intend to change that. Anyway, what you need to do is work on keeping your population happy on a planet-by-planet basis. Never fill a planet that's under the 28/29 bil mark unless it's with entertainment. If you do, you'll need to decommission some buildings to replace them with the entertainment. I fi

22 Replies 14,524 Views

You can learn how quite easily: see the stickied Modding Guide by CariElf. Seriously, most of my modding ability has come from reading that. This game is made to be quite easy to mod.

11 Replies 6,818 Views
Reply to Starcraft Mod? in Modding

Obviously, Zerg Starships existed, or they wouldn't have been able to assault various planets. As to the mod... it sounds like both, to be honest. Blizzard is wayyy overprotective of their stuff.

8 Replies 8,952 Views
Reply to Gundam Mod? in Modding

Gundam is an anime featuring big giant robot-like things, last I checked. The mod would likely be more possible in DA (I think I've seen screenshots of robot ships there, but it might've been someone's design from jewelry).

10 Replies 7,880 Views

You can branch as many techs as you want. Change the pre-requisites to this uber weapons tech and yeah, you can get all of them from it. Pretty simple XML coding, really (all covered in the Modding Guide).

4 Replies 4,297 Views

I don't think so. I'd like to have these as additional starports, allowing more production. It adds a level of strategy to the game because suddenly you can have super industrial centers, complete with economic starbases, factory planets, and an orbital shipyard.

15 Replies 11,952 Views

I think it'd be pretty easy to balance. It may be possible to say it's gotta be in overlapping influence spheres from 3+ friendly planets, and no planet's sphere can hold more than one. It may be tough to code, but should be possible. Also, make it expensive and hard to defend, so the player/AI has to build fleets solely for the protection of these things if they want their investment to pay off in the long run.

15 Replies 11,952 Views