kfoelsch

kfoelsch

Joined Member # 2583136
0 Posts 14 Replies 78 Reputation

There is a social production bonus... of course. It's just that right now we have some moderate balance here... I noticed several other items that seem potentially more "good" oriented than evil. Do you have any suggestions on that front?

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Okay, this version seems a lot less extreme... please take a look: GOOD Morale up to 100% max Influence up to 100% max Planet Quality up to 100% max Economics up to 100% max Weapons up to ½ max Military Production at ½ max Espionage at ½ max Interest Rates at ½ max NEUTRAL Morale up to 75% max Influence up to 75% max Planet Quality up to 75% max Economics up to 75% max Weapons at 75% max Military production at 75

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Okay, here is a list of proposed limitations on racial bonuses by alighment: Good Morale up to 100% max Influence up to 100% max Planet Quality up to 100% max Loyalty up to 100% max Diplomacy up to 100% max Economics up to 100% max No Weapons bonuses No Military Production bonuses Espionage at ½ max Interest Rates at ½ max Neutral Morale up to ½ max Influence up to ½ max Planet Quality up to ½ max Loyalty up

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You're at work, and you can't be too specific? Are they going to hunt you down and terminate you? Or is it just that work turns your brain to mush? (; (Like I should talk, I'm screwed up enough that I'm not working at all right now... and I've certainly had my share of jobs that have turned MY brain to mush... SAP system administration, just say NO.) One of the obvious things that evil races should probably not get is an influence bonus, I would think. It's so much easier to convin

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I should have been more precise... What I meant to say was that any balancing rationale on the part of the *original* designers seems scarce. In terms of what we can do, the field seems wide open, but generally simpler seems better. Another annoyance I noticed about the original race design was that almost all the races have a tech without having one of the prereqs required by the tech tree! I'd like to avoid doing that in our new model. Just looking at the costs of the t

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Okay, after looking at the values assigned to the different technologies that the different races, the results were VERY different than what I expected. In the GOOD department, the Iconions totally dominate the Altarians In the EVIL department, the Yorians totally dominate the Drengin and Korx In the NEUTRAL department, the Drath, Torians, and Thalan are way ahead of the Terrans and the Custom Race... but if you're going to play the Thalans, why not just play the Yoria

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I've been thinking about racial abilities quite a bit. I see the fundamental problem with the differences between the races is that bonuses you get for being evil are a very heavy advantage. Now, in order to remodel the races, we need to make a decision in order of how much to "value" being good vs. evil, and we need to think about whether we try and preserve the original advantages of the races in "vanilla" (pre-modded) Gal Civ II v1.3. Anyone want to weigh in with an

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In spite of the fact that I'm pretty unstable emotionally, I'd be happy to do the "plug-in" work myself and take a look at what happens. This game is one of the primary coping mechanisms I'm using right now so I don't have to focus on how my life is spinning out of control. Sad, but true... My email is [email protected] if you'd like to send me what you have thus far, and I'll be happy to mail back anything that I come up with... I, for one, think that this is an excellent p

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I've taken a look at 1.3 now, and I didn't notice any changes in this area of the game. I also took a look at your UAB mod, which I think, focused a little too strongly on "negative" bonuses. My gut feeling is that there should probably only be at most one negative point option per ability... otherwise stuff just gets a little too weird... Thanks for digging in to this area, though. I think it does need quite a bit of work, and it seems like you're generally headed in the right direc

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What I would like to see is the ability to *TOTALLY* design races from scratch. In other words, every advantage that a race gets should be available for some # of points that is consistent when designing a race from scratch. So no "off board" bonuses like +100 loyalty or +25 miniturization that can not be "bought" when you are designing a custom race. So, in general, that means I am looking for both a higher # of customization points, as well as more options for how to allocate those

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Reply to A Modding Guide in Modding

I'm trying to find where the precursor bonus tile probablities are stored. Does anyone know where these settings are lurking?

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