Sotris

Sotris

Joined Member # 2546371
1 Posts 23 Replies 294 Reputation

Well, I suppose that, after 40 pages, most ideas have been coveed... I just want to bring the agility during combat issue again. I had read discussions before where it was proposed as a way to make smaller hulls more useful, but the concensus was that it's not possible without a radical redesigning of combat mechanics. But maybe, for GC3... So, I think using a percentage-to-hit factor in combat would be a welcome improvement. it could be influenced by hull size, making small hulls mor

1,309 Replies 3,250,267 Views

I'm not sure, but my guess is this: The Dread Lords are gone, the Arnor transcend away taking their technology with them, the rest of the Galaxy is left devastated and all civilizations try to struggle from scratch. The Drengin and other evil civs retreat to their core planets to lick their wounds and regroup, while humans, altarians and the rest of the surviving civs try to repopulate and rebuild the desolation left by the DL and the Korath. That's when a new, yet unnamed menace enters the s

5 Replies 5,406 Views

Yeah, I finaly figured it out... If all I can do is make my homeworld look like it's oceanic, I shouldn't have messed with the terrain and planet description at all, just use the default custom and only replace the .png image. Otherwise it messes the descriptions (probably), and the game crashes. I hope you'll find the time and patience to create a fully moddable homeworld, when and if it's possible. The display in the other thread was great. Looking forward to having c

9 Replies 6,483 Views

[quote who="Zyxpsilon" reply="1" id="2094160"]First, consult this thread... https://forums.galciv2.com/170646 Secondly; Do I have to tweak something other than the gfx files, Yes -- possibly Surface Raws, certainly TerrainColorSchemes.xml(TCS) & PlanetDescriptions.xml(PD) files.[/quote]Oh, I did that- Changed the RAWterrain tag to PlanetOceanic_1.raw from the hightsmap file, and also changed the terrain pallete tag to "Oceanplanets1" as seen in Planetary D

9 Replies 6,483 Views

I was toying around with the conglomerate mod, and I wanted to see if I could start with a fully aquatic race (able to colonize and exploit aquatic worlds completely from the start). For some reason, however, it won't work when I try to create an aquatic homeworld for my race's entry in the custom planets file... Do I have to tweak something other than the gfx files, or do all homeworlds have to be earthlike? If so, can the planet at least look like an aquatic one? Sorr

9 Replies 6,483 Views

My 'special role' ships are almost identical to rawghi's- Explorer drones, Sentinel drones and Orbital platforms: The last range from tiny (satelite) to huge (Space Fortress). I also used to have a "kamikaze drone", a cargo-hull engine platform with moderate firepower (relatively cheap), designed to destroy a Dread Lord scout with one strike in older games (dying in the process). Now I use it occasionally to intercept and pick out unprotected transports. Also I sometimes use the 'mili

9 Replies 9,159 Views

Maaaan... I thought this thread was about the Great lie of the Dread lords not occupying planets in the Apocalypse mission of the DL campaign. :)

183 Replies 594,315 Views

When I played that mission, I first built a few defenders to keep my planets safe, and started picking up the Yor ships with the Arnorian battlecruiser. Later, I built an armed starbase on the resource at 12:00 (with an Arnorian-protected fleet of constructors)and got on the offence.The Arnorian ship is practically unbeatable; the only issue is that you have to run from one end of your borders to the other to pick the attackers. Iwent for the first planet right above mine first, and th

9 Replies 4,430 Views

1. Guardians for anomalies. I'm not sure whether this is possible, but it would be nice if you had to fight a sort of guardian (a la MOO) before exploring some anomalies, that automaticaly appeared in the sector. The guardian should be quite powerful (old Dread Lord sentinel,Arnorian Protector, Space Monster, whatever), but the reward should also be worthwhile (instant tech, a bundle of resources, a large plus in some ability, A powerful ship or relic, etc.). That might keep some anomalies unexp

10 Replies 8,354 Views

Is there a way in which pirate fleets can gradually become larger and more lethal with every victory they achieve? Like using the loot to hire more mates, sort of. You could have a small fleet of pirates bugging you at first, taking out your scouts and lone freighters or constructors- but if you ignore them for too long they might become deadly. A possible method would be to use a points system similar to hit points gain by experience- only, after a number of kills, the mateys

29 Replies 17,972 Views

I believe I like this idea! It reminds me of the "campaign" feature in Imperium Galactica 2, back in the days of yore -the game had a million bugs, but the idea of completing mini-quests that occured (randomly or not) as time moved on, leaving you with some form of prize of advantage, was intriguing (and quite challenging, at least in 'hard'). An option I had found quite successful was that of owning an actual pirate fleet, after taking over a pirate planet as a minimission. You could use i

12 Replies 8,682 Views