thehandofzarquon

thehandofzarquon

Joined Member # 2592028
12 Posts 335 Replies 3,760 Reputation

[quote]In DL and DA there's a nerf to income from trade routes: when your treasury goes over 10,000 BC your trade income halves. [/quote] Really?! I can understand people not wanting to pay as much taxes at extreme amounts of money in the treasury, but why would people from an entirely different government care about how much you have in your treasury? I wish both of these income nerfs would just disappear. I hate having to micromanage how much money I have in my treasury so I

29 Replies 13,464 Views

There is indeed, a helluva lot of clutter in TA games with Planetary Improvements. It can be a real pain to try to find things sometimes. Something needs to be done. If this suggestion doesn't get implemented, please, PLEASE at least let us Obsolete Planetary Improvements to send them to the Old tab... As a side not, I kinda get annoyed with the tons of different versions of ship modules that end up showing in each the component tabs too. I wish there was a way to only show the

12 Replies 7,905 Views

Some notes on Abilities and Treaties that I posted in another thread a couple'ish weeks ago... 1. Now that Inter.... er... "Purchase Now Reduction" is a viable ability, it would be kind of nice if it was a Race pick. 2. War Profiteering is an awesome new ability. However, it would nice if there was more granularity in its effect. 5% War Profiteering gave a good chunk of income (~400bc per turn) in my last game. If the same income you can get now from 5% is gotten from 25% or ev

382 Replies 105,713 Views

[quote]If you attack a planet and it has no improvements or the improvements do not have a video, it will be black at the top of the screen. I've made changes to make a default video play if no video can be found from the improvements, but this change hasn't been released yet.[/quote] I have to ask... but how is this possible? One of the videos played in the invasion screen is the Initial Colony or Civ Capital, and one of those certainly should be on every planet.

34 Replies 9,175 Views

[quote]This may seem like a dumb question, but how do you get Econ treaties with more than one civ? I've only ever been able to get one civ to agree to an Econ treaty with me.[/quote] Friendly nature, lots of money/tech, high diplomacy. Lots of Civs are willing to exchange an Economic Treaty for an Economic Treaty (and maybe your research treaty), at least in my experience. Some Civs, though (like the bloody Terrans in my current game) just seem to NOT want to give the damn things away,

45 Replies 16,845 Views

I really wish the History tab in the Civilization Manager would list the Ethical, Mega, and the normal Random events when they occured. Seems like something that would logically be recorded in "history", no?

382 Replies 105,713 Views

[quote]And it seems that these funky "new" Thalans-from-some-future still think that "Thala has long been the residence of the Thalan people." [/quote] If you are referring to the Colony Details screen, than this is essentially the same text that is used for every race, honestly. It would be nice if the Colony Description text engine got an upgrade with the recent changes, but I'm not going to hold my breath on this matter. Although, it might be easy enough to change the descriptions us

15 Replies 4,030 Views

[quote]If that works out in practice for you then I must be wrong. Meanwhile, I built one of those mega ships in a recent game but my economy would not sustain me on a large map so forgettabout huge and immense for my level of ability[/quote] Well, I really rushed my research to get out the top level economic buildings in my systems (as well as the second Government tech) before I even attempted to expand in this game. Most of my worlds are dominated by Stock Exchanges (even s

45 Replies 16,845 Views

[quote]I believe the Thalians are probably noy suited to a conquest victory, especially on the larger maps.[/quote] Heh, tell that to my Huge ships with 400+ attack [i]each[/i]. I kept my homeworld as an economic capital and had it cranking out transports to avoid the high pop penalties. I'd have no trouble doing a Conquest victory if I wanted to. The Thalans are probably pretty well suited to Conquest victories, as much as any other race, anyway. Heck, they have easier access

45 Replies 16,845 Views

[quote]That said, I have to break down and whine just a little bit about my suspicion that a lot of the economy tweaking that follows from the "more money" theme is not balanced yet for large-map players. Basically, it looks like it will be a real hat trick to figure out how to manage your sluggish economy on Gigantic and Immense maps until you encounter enough other civs to start earning this Disney money. Add that to the Thalan's new-found responsible attitude twoards population growt

45 Replies 16,845 Views

[quote]Just a quick question: Is this version compatible with saves from beta 3D? Thanks![/quote] It probably would be, but it is probably best just to start a new game (or finish that game first)

45 Replies 79,299 Views

[quote]I am concerned about tech trading. Maybe I'm just imagining it, but it seems like everybody was trading techs like mad this version.[/quote] I noticed this too, but then I started up a game without Minor Races (because of the whole issue with the Default tech tree.. and just for something different) and found that there seemed to be a whole hell of a lot less tech trading then.

82 Replies 21,397 Views

Very, very differently from the other races. With the powerful, yet only one of them, buildings they get at the start, you probably don't want to expand as fast as before. I could keep up my tax rate up very, very high and still have the main planet at 100% Approval, but then my colonies would have jack Approval. Rushing (set research slider up to max and focus on research, just buy their starting buildings) the research building, then the industry building, and an economy building (an

45 Replies 16,845 Views

I'm suspecting the Tech problems are related to the fact that the new "Default" tech tree is generated with ALL techs in it. That probably is why the race icons are missing (since no tech is actually present in only a particular tech tree anymore) and minors are building the Innovation Complex (or getting techs that aren't tradeable).

2 Replies 2,177 Views
Reply to Betas up in Beta Reports

[quote]Thalan tech tree is weird. Thalan's need some initial planetary improvement items. Having 3 Galactic Achievements, and then nothing till I research 3 or 4 tiers into the tree is not cool.[/quote] I kinda like it, actually. I wish the Economic and Morale buildings where Global bonuses, rather than just local, though. It is also somewhat disappointing that they have the traditional Economy techs too, actually. As a side note, I'd really wish they would make these

8 Replies 5,284 Views

[quote]My problem with the current saboteur-style hybrid system where you also get information is that it makes it extremely expensive to learn anything about other civs, and it forces you to sabotage any civ you want to spy on. I would like this system fine if it were just the sabotage side, and the espionage side worked with sliders or whatever.[/quote] Well, there are plans to have you be able to assign agents to spy on a Civ without them sabotage any of that Civ's building

17 Replies 3,579 Views

[quote]Is the Mini Soldier even around anymore?[/quote] Well, it is still present in the data files, but I'm not sure which races (if any) actually have the prerequisite tech.

35 Replies 87,829 Views

[quote]I think they should add some more races. I have ideas. The Nardani Internet. Alignment- Evil Description The Nardani got lost in Cyberspace a long time, so lost in fact they now universally consider reality to be Cyberspace and the real world to be simply a computer game. While this may sound funny, it makes the Nardani as utterly evil as the Drengin since they do not recognise the suffering of other beings to be real, nor their deaths to have any moral significa

382 Replies 105,713 Views

I'd really like an XML tag (or even be the default setting) that makes Techs that can't be traded to be able to be traded with other races that have the same Tech in their tech tree. For instance, if you have are using a Custom Race using the Yor Tech Tree, and the Yor are also in the game... you could trade (or trade for) Charging Stalks, Efficiency Studies, etc, etc to them. Just seems to be a logical addition to the Racial tech trees to me. Also, I'd still really

382 Replies 105,713 Views

[quote]Does anyone know if you can steal techs that aren't normally tradable? [/quote] Generally if a Tech isn't tradeable, it also isn't able to be stolen either. There are some techs that can be traded that can't be stolen (Scatter Blasters 1 and 2 (but not 3...) as well as all the Terror Drone techs from the Yor tech tree for example), but I can't think of a single tech that can't be traded, but can be stolen. [quote]Losing the infrastructure does suck but OTOH it

35 Replies 87,829 Views

What folder are you putting the mod under? GalCiv2/Mods or GalCiv2/DarkAvatar/Mods? I'm guessing you are putting it under GalCiv2/Mods but Dark Avatar is looking for mods under GalCiv2/DarkAvatar/Mods. Try putting your mods there (if there isn't a Mods folder there, just make one).

2 Replies 3,773 Views

I really would like Terror Stars to be effectively mobile Military Starbases. Military Starbases are really (at least in my experience) good for defending your more important planets, and even then, it is pretty easy to just take out the Military Starbase first. Having a mobile Military Starbase that can blow up planets would be an awesome end game weapon. :)

45 Replies 10,487 Views

[quote]I really hope that these are all compatible with Twilight of the Arnor, I can't imagine re-making all these designs![/quote] I put them in the Twilight folder, started up a game, and choose one of the ship styles from your mod for each of my opponents. They showed up fine. :)

26 Replies 32,179 Views

[quote]It does indeed appear like it would be possible to add module effects from one starbase type to another - but in practice the program does not process them. For example, giving "productionassist" ability to a mod on a military starbase yields no benefits - the Details tab on the colony pages lists no outside bonus affecting the colonies covered, and the actual production values do not appear to change either. It is much harder to test the functionality of other module types, eg trade modu

10 Replies 2,958 Views

[quote]The convert-to-asteroids idea is interesting[/quote] You can kinda already do this with the Terror Star, at least so long as all the planets the star has are Class 0.

10 Replies 2,926 Views