Agreed. Trade was quite insignificant source of income before but now it it is almost worthless. However, trade still influences relations. So it is not useless.
Cruelsader
I am playing my first ToA game as Terran: medium map, 5 opponents, crippling. 1) I am also experiencing CTD when minimizing GalCiv window. (see Kiaren's post). 2) Some new automatic designs allow me to build ships that I normally would not be able to build due to limits of miniaturization. When trying to update the designs I am told that the ship uses. e.g. 60 spaces out of 40. The designs also include non-functional components some of which should not available (e.g. plasma w
The negative number is not a bug. It shows the number of turns left for the minifeighter to arrive at one of the terminal points. For instance, when you start a trade route between two planets that are 12 moves apart the current turn shows -12. Each turn this number decreases (i.e. -11, -10 etc) until the minifreighter arrives at the destination: then the number resets, i.e. starts again from -12 and reaches zero when the minifreighter is back home. I think that the other number (i.e. t
Thanks for the info! I was thinking that someone mistakenly included a draft version of the manual. BTW, ToA absolutely rocks! :CONGRAT:
I am not complaining or accusing anyone of lying. This does not interest me at all. What interests me is the nature of this "more efficient but less enjoyable AI". How it is more efficient? Why it is not considered enjoyable?
Interesting read. To summarize, most seem to think that the statement of Draginol either refers to an AI that cheats or Draginol just got carried away and claimed something that is not quite true.
[quote]While I have never programmed an AI, it seems to me the very first advantage an AI might have would be "knowing the map." If it knew where the exploitable resources are on turn 1, it could likely beat you to (most of) them every time, other things being equal. [/quote] Sure enough. I also agree at your reasoning on AI scouting being more enjoyable. However, knowing the map is essentially a huge bonus to sensors. The AI is not better, it simply has information that the human pla
[quote]What they meant was that on higher difficulties on some popular games, they gave the AIs advantages like building units faster and more cheaply than the player. This allows the AI to rush hordes of units at the player over and over until the player beats the game or quits in disgust when unable to fight back.[/quote] Hmmm...I am not certain that Draginol meant massive bonuses to production, economy etc. It seems out of place to say that bonuses are part of AI, i.e part of algori
I just downloaded the game. It comes with a manual titled "Galactic Civilizations II: Twilight of the Arnor" Oddly, the manual does NOT provide any information on ToA features (it has info on DA features). What's the point?
In the ToA info guide (https://forums.galciv2.com/310173) Draginol writes: [quote] It’s easy to make computer AI that can beat the typical player. What is harder is making a computer AI that plays the game like another person would, and makes it enjoyable for the human. [/quote] I have heard similar claims from other makers of strategy games, i.e. that it would be quite easy to create an AI that would beat a typical player but this would not be that enjoyable. This makes me wonder: wha
I have the latest GalCiv II. (DA 1.80.100). I am playing a DA game with the largest quadrant and slowest tech. Oddly, all AI civs (including minors) value certain techs 1 bc when I try to sell the techs. The techs appear valuable to me, e.g. they enhanced logistics or toxic reductor.
In the masochistic large game I am currently playing I use tiny ships exclusively. I made the mistake of going "factories only" strategy on a map with too few habitable worlds. Consequently, I am hopelessly behind in tech. However, my tiny low tech level fleets (13 ships, base attack 8, no defense, no engine) can beat escorted dreadnoughts without losing a single ship! How? I have the first strike ability and 2-3 overlapping military starbases, which give each ship additional +6 attack. Often en
Problem solved. Reinstalling did the trick. Thank you for your prompt help and patience, Kryo! I truly appreciate it!
No, I am playing under admin account. I also have played for some hours every day last week. The debug may be from the last play before I updated the game this summer. (I did not play for a while, then updated but did not play and when I finally started a game the sound problem appared) BTW, in addition to the lack of soundtracks of certain civs, the sound effects of space battles also do not always work properly: sometimes I cannot hear the shots in the beginning of a battle (for about 3-5 seco
My apologies, I should have noticed that it is an old debug. Here is the one I found in the DA folder. But it appears to be an old version as well (I played the game today) ------------- Debug Message: Version v1.6 beta 1 Dark Avatar last updated on: Tue Apr 3 16:54:35 2007 Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.********* System Info<br
You're in for a disappointment. Have you heard the news about how different each civilization is going to be in TA? The Yor, as I've read, are going to lose morale and farming techs, and be replaced with some sort of power system which determines how many Yor are available to serve in manufacturing or research. This is not the point, is it? The Yor may not have access to farming techs in the coming expansion but they will have something else. I think hi
It should not require an improvement of any kind; it's a matter of common sense tactics, really. If a fleet of battleships attacks an opposing navey, would you expect the defending navy to send one ship at a time until the attackers were repelled/destroyed? Or would the defenders also attack as a fleet, in order to even the odds a bit? The current model makes little sense to me. Essentially, this is "not realistic!" argument, which, in my view, is out o
Here it is! Thank you for your help! ------------------------------------------------------------------------------ Debug Message: Version v1.5 last updated on: Thu Jan 11 13:39:19 2007 Debug Message: GalCiv2 is activated. Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.********* System Info Time: 2/18/2007, 22:27:02 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: MODRON Operating System: Windows XP Pro
No, I have not installed any mods. I also deleted all custom race files in the specified folder. The problem persists.
Thank you for your reply, kryo! Unfortunately the problem is not in an old version of the base game: DL is updated to the latest version (1.50.128) and muldtimedia package installed (1.0.045).
Hi, Small issue but annoying. When I open negotiation/diplomacy screen the background music keeps playing (no race specific soundtrack) unless I happen to negotiate with one of the races added in the DA expansion. Then this race's music starts to play and keeps playing even when I switch to a race from the base game. In short, for some reason the soundtracks of "old" races do not play any longer. I did not play the game for some months. As far as I can tell the proble
From what I can tell, the AI's "flaw" is not protecting transports. It probably does this because in fleet-fleet combat, you have no control over what gets destroyed, therefore it's pointless to "protect" transports by melding them into a powerful fleet with escorts. Since you have ships that are much faster than the AI's (because it chose not to build super-fast ships), it's exposed transports are easily destroyed by your fleet. Even if the AI built 5 transports for e
I got all of those treaties in the first 10-16 turns. /../ My average "package" to get a treaty was Advanced Computing, Planetary Improvements, Basic Miniturization, Impulse Drive, Sensors and Basic Logistics. I've been able to secure research treaties from all races for just "xeno ethics" around July of the first year. Many of them paid me 200 bc or so on top of the treaty (depending on their diplomacy level) I wonder whether the bundling might hav
Very interesting read. Thanks!
I did not use a debugger, but the nature of the test I did would mean any such bug would not have any effect. More conclusive testing could only be done by the devs. Would it possible for you to do the test with Thalans? (The same test you did with Korath) And if it does not show abnormal behaviour then could you do the test again but without demolishing other ships? The test should not take long and may give some answers... I think it is