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.
thehandofzarquon
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
I doubt there is, sorry. I do agree that surrendering does take out some fun (especially when you are playing a evil race bent on galactic extermination ), I would at least like say... that certain AI's might actually execute a scorched earth policy (ie: by disbanding all their colonies) rather than surrendering their planets to anyone (Korath/Drengin and Yor come to mind). Not to mention being le
My ships speed eventually slows down from like 9 to 3.. Also sometimes mostly later in the game my one ship can fire 10x in a row. The Ship speed thing is likely because you entered Yor influenced space. Its there special to slow speed in their zone of control to a maximum of 3. The combat is changed so that weapons fire in turn, not the
One thing I noticed was that with races I customized before updating (like say, I gave the Terrans +30% HP), after updating, they still had that +30% HP, which cost me 3 points before the update, but now it was innate and free, and could also be stacked with another +30% HP, for a total of +60%. Yeah, I just noticed that. I've made a habit of cl
I wouldn't want a blind rock-paper-scissors model like MoO3 had, it was mostly just random but eventually I found out that clicking 'Flank' or 'Ambush' were the only valid options. Sitting here thinking I thought the most compelling idea might be a way to 'purchase' greater advantage by spending money, and then I realized that system is already in place in GC2 in th
The mega events aren't completely balanced yet. This one in particular is more or less not balanced/functional because they probably have not added a code hook or the like in the trading interface to make the Plague cure much more valuable than any other trade of equal AI Value/Cost. To them, its no different than Trading a bunch of techs of equal cost/AI Value, in other words. Likewise to the fact that the AI do not seem to research it or at least don't put it a high priority than anyt
Is it necessary to restart game after upgrade to Beta 1A, or the current game can be continued? I'd restart or finish the game before you update. And as an update to my message above.... not only do your ability picks stack with the race's innate bonuses, but every race gets the same allotment of 5 points. There is currently no way to bu
One that stood out the most for me in this version thus far was that abilities you choose for your race stack with the races innate abilities. That's just dandy
I would like to see similiar buttons on ship design screen for components. i second this motion - would make the ship design screen a whole heck of a lot less cluttered for that matter, why not automatically take away the ship
The Gamespot beta has the updated tech tree system build. Well then, I suppose I can take that comment back... but the "no graphical enhancements" comment still bugs me.
2. Minor races only appear if set to random, but choosing a number (I took 8) results in no minor races. I've had Minor Races when I've chosen 8. I met at least 4 of them in my last game.
As far as I can tell, it's all production, like the Manufacturing Capital. Placing the Manufacturing Capital on a bonus tile does nothing, so I assume its the same with the Power Plants.