I tried deleting the files in My Documents\My Games\GC2DarkAvatar, but still upon saving the ship it completely removes all the "fluff" components. Though deleting the custom race file I had, and making a new one from scratch changed the Race Abilities, where as prior to deleting the race file I would get + a lot of different abilities, without having selected them. Now only the abilities I've picked shows, plus the +6% logistics ability.
Aexrael
I'm playing a custom race, and during the first turn I'm designing a few ships such as a scout ship, with a specific layout. If I go to use one of the Templates, such as the Fighter Template 1 (Yor ships), and then select to "use" it, it strips off all the "fluff" components in the top list that displays what components have been selected for the ship, but it doesn't visually remove the components on the display of the rotating ship. If I then outfit this ship with engines and what
Was thinking something akin to this track, http://youtube.com/watch?v=G6UpAxjO0FM Brilliant video and piece of music.
Speaking of the Music in Galc Civ 2, I always thought it was a tad too repetitive and un-inspiring. Like there's no grand musical orchestra playing some crazy Carmina Burana piece while you are about to wipe out a race's final planets. Or just general delicious female vocals over some melodic pieces running in the background during times of peace, but something that actually inspires the player and motivates them to go out and conquer the galaxy, but still fits in with the grand space opera feel
the fact that they can cripple an important world or structure with no defense is extremely annoying. Here's a typical sequence: 1. Enemy spy lands on a manufacturing capitol. 2. I remove the spy, expending one of my own agents to do so. 3. Lather, rinse, repeat. This sequence is, no doubt, caused by multiple races planting spies as needed but fro
Unfortunately, without spoiling too much, it leaves too much unanswered at the end of the expansion. There's more questions then at the end of original F.E.A.R. which is a shame because F.E.A.R. is a great single player experience.
- I've seen the suggestion on several other posts about making resources in non-star-system-asteriods instead of free floating "balls". This makes a lot of intuitive sense but obviously changes the strategy quite a bit as miners - not constructors - would been needed. Also, they would be susceptible to influence flip just like other mines. Because these super mines are so
Yes I know this is fairly complicated, and would be a nightmare to code for the AI to use effectively I don't know, your system sounds a lot like how I remember Master of Orions spy system in the old days, though my memory of the system may have gaps. Bottom line is, the current Espionage system is a bit too simplistic, and I'd really li
A No-Fly zone in my influence area, ie. a setting I can set in the Civilization Manager or elsewhere, that restricts entry through my territory by opposing races. Obviously, if they go to war with me this would be ignored by the warring race. It could also hurt relations with other races, a "- for Closed Boarders". And I'd like to see a chance for a galactic wide no-fly vote in the United Planets council.
I agree with a lot of the statements posted in this thread, I miss the mechanics of MOO, and other games. Systems where you don't necessarily wipe out the entire planets/cities population unless you want to. And I miss planet defense systems so I don't have to have ships on all planets or the very least near them at all times to defend.
The different planet inviroments are nice. I think there should be resources on those planets that you can find anywhere else Example. Toxic world would have a medical bonus ,barren world could have a soldiering bonus or anything like that. Maybe the water world would contain some ruins for a research bonus ,barren world for a manufactering bonus. Thats all I can think of
I'm finding that I can't use any templates, as it automatically strips away the "Extras" once I've saved the design. This is as a custom race.
Capturing a planet where the AI has built two capitals and not being able to remove them so I can build the capitals where I see fit is the source of major frustrations. Really wish I could just demolish them and build them elsewhere.
A dark fantasy setting, with a Turn Based Strategy engine for the overland map, and with a Total War like Real Time Tactical engine for battles would be bliss. Along with the traditional city building, tech and spell research, unit building, and discovery of uncharted lands I'd even settle for a Steampunk setting, with steam engines like tech and magic. I don't think I can stomach yet another high fantasy setting with sparkly bright colors and a "happy everything is so great
I'm using a custom race, with the Korath Clan ships for appearance. Now the issue I'm encountering is, when I go to the Shipyard to design a ship and choose to build a New design I can then go through setting it up as I like, and when I get to the naming process, if I name the ship the same name as a previous design, (all though I deleted the previous design prior to designing), my new ship will visually look like the design of the first design, but with all the components (weapons, arm
And I start with a lot of abilities with no points to them but I have them like I used 1-2 point on them This happened in the basic game too, I always thought of it as a bug, that any beneficial bonuses to custom races weren't completely cleared when you hit reset. But maybe that's just me. minor hijack, while on this topic, I'd like to
+ CHANGE: Ability points available has been temporarily reduced from 10 to 5 (until we can balance this a little more) Ouch, that's a shame as I play exclusively as a custom race that better fits my personality or play style.
To tie in with #3, which I have thought about too, you could use the new spy system to allow for spy + troop transporters to capture Starbases. The idea being that the spy is sent in first to "deactivate" defenses if he's successful, then the troop transporter can then follow up and board it and fight it out with the onboard defenses (troops or automated defenses).
If they are on automate, they'll not only automatically build mining bases on all your asteroids,they'll also upgrade them whenever the given tech is available which is nice too.
Forgot to add one to my above list. Discovery of a new planet, max Planet Quality, *cough* Orion *cough* (Again thinking back to MOO) simply a planet with the best bonuses of everything.
Space Crystal, or other gigantic alien lifeforms would be a nice addition. (Thinking back to my old MOO days). Incredible powerful entity, with huge attack values that destroys all planets/ships it comes near. Must move slowly. Meteor Shower, X weeks until a planet blows up (possibly instead of just having a planet go boom seemingly randomly), with the possibility to build enough ships to defend a planet from the meteor/asteroid. To Shadow, you could call that "Galactiga Ultima
I was thinking about this earlier, and I usually end up not bothering upgrading the starbases, it's just way too much micromanagement for me to be bothered with. It requires endless amounts of Constructors, as each Starbase easily has 7-12 modules at least, that needs building, and that's not counting Attack & Defense modules. I'd be contempt with a way to upgrade the Starbase by clicking on it, and selecting which module to build, it would then build it over several turns depending on