Sorry double post - forgot to emphasise its announced as a "Galactic Achievement" in the popup boxes, but its actually a Super Project. So either thats an isolated Text Label error, or is part of the 'bug' symptoms. All the super projects are announced as a Galactic Achievement. Personally, I wish they wouldn't announce Super Projects when they a
thehandofzarquon
Autistic Angel, the +6 Logistics is meant to be one of the natural abilities, I believe everyone starts with it, as it's the first six logistic points you get. The races have differing values of Logistics, actually. The more warlike races have a higher starting Logistics.
If the aI Drengin trade with the aI Terrans, does this mean that the player (or any ohter aI) cannot trade with the aI Drengin for 8 more turns? Is there a timer for the player to keep track? I see a possible exploit where the player can trade with all aI in one turn, just give them 1 BC if nothing else to lock the trade window to all players for 8 turns - this will
First, I think in the start-up screen there needs to be option for the number of 'hostile' planets. Like the choices for planets in general and habitable planets. With several of my games it seems that the number of habitable vs hostile varies greatly, even though I have not changed my settings. Agreed, the more options we have to customize our
Excellent question. Something makes me suspect Mumble knows the relevant number. I've never thought of buying a Man Cap outright without any production in the pipe. You have enough money starting to purchase one, but I don't know the actual cost offhand. Something like... 1500bc, maybe? Regardless, buying it doesn't really seem like a good thing
In the xml files, the techs have a property called "CanBeTraded" set to "0". This seems to indicate that the tech isn't meant to be able to be Traded. The code for the property, however, might not be in the game just yet (or enabled)... I imagine a similar property might be introduced for making it so the tech can't be stolen. *shrugs
Well, for one, the Streamlined Tech Tree Interface is in. I was kinda hoping for it to be more... blind research'ish, but since you can click on each individual "milestone" of a tech group, it's not. Still, it serves its purpose: to clean up the tech tree. There are still techs in the tree that could easily be collasped into a single group, particularly Starbase Defenses.
...and will be downloadable for those who have purchased online? Considering there is already a placeholder PDF doc (it's GalCiv 2's manual) in the Dark Avatar folder (and the very fact that the downloadable version of GalCiv 2 itself has it)... I don't see why not <img src="http://images.stardock.com/gc2/T_DL/smiles/BigSmile.gif" border=0 ALIGN=
I will say that espionage is not really open to discussion as it is something I (as the game designer) feel very strongly about. It's good to see some conviction in a Developer against fan comments... but because of the very nature of how the system currently works... this feature alone could very well make or break DA, so I'd advise you to at le
Alright, there have been many, many threads/posts about improving the Espionage system in DA. Well... I figured I might as well go ahead and post my own: In my system, you assign espionage spending as you normally do. However, you can also make a lump sum payment to immediately finish an Agent's training (like you can do with building ships/improvements), but it would be very expensive. Agents have three, distinct roles they can preform: 1. Intern
No way. The Ebon Hawk minigame was _the_ most annoying part of the game. I wanted an rpg, not an arcade game. I ended up disabling or modifying the minigames in kotor. Kotor is my best gaming experience, by far. GC2 has a long way to go before reaching KotOR status. I think it can get there, though. To recap your question: Not only "no" but "HELL NO!" </t
Probably because it's not a graphical interface, the UI is something that's in the code? The example mod that came with the mods folder has a reorganized UI. I actually like it better than the standard one.
Thank you for stating the blatantly obvious. My point was that if they temporarily lowered the available ability points, they should have ALSO temporarily lowered the point costs on the abilities to match, so that they could still be used. They lowered the number of points because a race's innate ability bonuses STACK with the ones you pick with
Works as intended. You still have to spend the money to have three agents in the first place, the cost of which is still being tweaked. Ack, I was hoping that you would need to maintain the Espionage by keeping agents on planets. Also, with the current setup, you could potentially use the same three agents to gain High Espionage with al
I agree with both of these suggestions. Also, for consistency sake... Earth-like planets (ie: inhabitable by all) should also have their own (green) icon next to them. This would make it clearer whether or not a planet could be colonized at a glance.
Yes, you do lose population if a farm is sabotaged. I don't believe it is immediate, however. Instead, a portion of the population will die/move/whatever until the population is again within the limits of the planet's max population. The same thing happens if you were to dismantle a farm on one of your own planets.
-Spore ship is not used up in the process. This is no longer the case. They are now single use only. Read the change long in the "BETA 1A released" thread (post #19).
Yep, I believe the CPU Usage feature is indeed the equivalent of that checkbox. Natural Abilities(What the hell does this one do?) Natural Abilities I believe will give them bonuses to (all?) stats such as Defense and the like over the player. The middle of the slider gives no bonuses. <TABLE cellpadding=8 width="95%" align=cen
It's the Altarian's Super Ability. All friendly races of the same ethical alignment will declare war on enemies that declare war on them.
I for one am against any concessions made simply for the sake of new players, I've seen way too many games ruined by being 'dumbed down for the newbs'. I suppose GalCiv 2 should be display in a completely made up language that you have to learn just to be able to play then? Darn "newbs" and not already knowing that language. Ending a tur
Lol I think this could argubly be the strongest of super abilities. The colony phase is the most important phase of the game. With this abilty you could potentially hugely out colonise your opponents. Lenius. Right, I acknowledge that it is potentially powerful, but hardly the most powerful as currently. Super Isolationist or Su
I mean I know I can go in and edit the xml file to put back the ability picks I like. But it just struck me as odd that this change was made. Now, I when I first started this game I always spent my Ability Points on abilities that the race already had bonuses in. This actually hindered me severely for many races. I basically spent points to reduc
5. [May or may not be intentional.] Every game I have played on the expansion begins with my starting system having two habitable planets: The first is Rating 10-12 (My starting planet) and other is always (always!) a 4. I can't really use planets of 4 or less, but I will if I have to. Also, what's the purpose of having a planet with only one slot (or even two)? There is l
One last thing: I'd like to see better integration of Super Abilities with UP Issues and Mega Events. For instance, during the plague the following might happen: 1. A Super Isolationist AI during the plague might never trade away the plague cure. 2. The Super Adapters could research the plague cure at reduced cost/time. 3. The Super Breeders might be able to weather the plague with their high population growth. 4. The Super Annihilators mig
My comments/suggestions on the Super Abilities: It is my current belief that Super Abilities *should* be super powerful. The trick is making sure each super ability is just as powerful, but in a different way. Super Diplomat/Manipulator - These two are not only too similar, but they are very hard to quantify just how much benefit they give. The trading screen should clearly indicate when your trade is Green because of these abilities (Say... Having the AI screen say some