thehandofzarquon

thehandofzarquon

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

Starbase modules of type "Defense" (type only affects what Starbases the module can be installed on, not the actual effects it can have) can be put on any starbase, so it would certainly be possible to create a mod that creates Dual Type Starbases. There is an ability in the game that increases the range of Starbase's influence too, but it isn't used in any module currently.

10 Replies 2,973 Views

The changes to Interest and Creativity in the last major beta as well as the introduction of War Profiteering (not so much Protected Trade Routes) as an ability has gotten me thinking about the other, lesser used Abilities (courage, trade routes) as well as what gaps there are in the Abilities in the game. These are the ideas that came up with for changing the Abilities in the game to make racial picks more interesting: [b]1.[/b] Now that Interest is a viable ability, it would

1 Replies 1,634 Views

I don't believe you can affect the planets beyond Home systems in mods. However, it is perfectly possible to give every race a starting set of 5 54-class plan by taking the CustomPlanets.xml file from the Data\English folder, placing a copy of it in a mod folder, and changing the class field of every planet in the copied file to 54. Enable the mod, and there you go... every Civ has a home system with 5 54-class planets.

4 Replies 2,484 Views

[quote]Kinda wish you could retcon the Korx and Drath back into GCIII.[/quote] I honestly really don't see why they couldn't continue to exist in the Sandbox mode in GC3...

17 Replies 30,409 Views

Guess we are getting the Korx in tomorrow's beta, ne? My favourite race, and on my last day of finals. Wee!

17 Replies 30,409 Views

[quote]The problem is that if the pre-req is not found in the civ's tech tree, it is interpreted as NO tech requirement. This is not intended. I've changed it so that if the civ does not have the tech, they do not have access to that invasion tactic.[/quote] That's what I thought was happening. [quote]Cari made sure in the current beta (3b) that all races should have at least Planetary Invasion, so they can invade[/quote] Just out of curiosity, what would happen if

7 Replies 5,563 Views

[code="xml"] Mini-Soldiers Through the miracle of advanced artificial intelligence, we are now able to send smart robots onto the battlefield. These fighters pack quite a punch, but can still be taken out with relative ease and are fairly expensive to produce. They are also slightly reckless when it comes to close quarters fighting, so some improvement loss is to be expected. <Tech_Req

7 Replies 5,563 Views

That's not what's meant by "unique" weapons. They are still Beams, Mass Drivers, and Missiles, regardless of the fluff/different numbers they may have. A shield will work against any Beam weapon, regardless if it is a Yor/Iconian Kinetic Stream, a standard Laser, or a Drengin/Korath Ion Beam.

14 Replies 6,020 Views

I think I'd rather see Tactics choices/formations (a la Invasion Tactics) for ship battles before anything like this. Something to keep in mind for GalCiv 3, though...

3 Replies 1,560 Views

[quote]That's exactly how I imagined it. The planets are probably liberally sprinkled with precursor sites/artifacts, and the Iconians would know how to dig one up, dust it off and get it running. I like all the other super ability ideas better than what they have now.[/quote] I always imagine it as them translating the texts contained within their Precursor Archives/Libraries. Who needs research when you have all the knowledge of the universe at your fingertips? You just have to learn

19 Replies 6,979 Views

[quote]I think this is a bad idea. I like to be able to control my population, and not have run out of control. You get severe morale penalties for getting your population too close to 25 bil, the strongest being 25+ bil. If stardock gave us a way to restrict our max population on our planets, despite being able to support even more, I would not have a problem.[/quote] I partially agree, and in my own little testing, I made only the collectives give the +max pop. The charging s

5 Replies 3,223 Views

[quote]A lot of great ideas there. Sounds like you've got almost everything figured out too.[/quote] Thanks, I tried to put a good bit of thought and effort into it. I have a lot changes in mind for the other races, but I'm the happiest currently with the changes to the Yor and the image they project on them. [quote]My concern would be about what you already stated as the worlds get kind of repetitive. Regardless that this is how they are envisioned, players may not like this. [/quo

5 Replies 3,223 Views

Ah, yes, the Yor. I actually did go ahead and test out some of my ideas, and I eventually made up this little (ha!) list of changes I had planned on making a mod out of once TA was released: Overall Idea: Make the Yor much, much more alien by making them more "collective" and "cybernetic"-like. Most of the Yor's tech tree can't be traded. No Life Support Techs. Cybernetic History gives +15 Range Stellar Streams gives +15 Range as well as +10 speed.<br

5 Replies 3,223 Views

Alright, after several people noted (in [link="https://forums.galciv2.com/?forumid=421&aid=168119"]this[/link] thread) getting the Mini-Soldiers invasion tactic when their tech tree doesn't have the prerequisite tech (and they haven't traded for it)... I decided to do a bit of testing. I started up a new game as the Yor and checked the tech descriptions of each Invasion tech to see if they gave Mini-Soldiers... none did. Curious, I went ahead and rushed down the Military line to Planet

7 Replies 5,563 Views

[quote]I don't think that's accurate for the TA Betas. For example, the Terrans no longer have shock troops in their tech tree either, but I've used mini soldiers in every game I've played since the first version of the beta. The invasion tech applications, among others, were reassigned to different techs. I believe the terrans get mini soldiers with space marines now. [/quote] That's odd, the InvTactics.xml file in the TA Data folder isn't changed from what it was in DA, other than

27 Replies 12,338 Views

[quote]Um, then why am I able to use Mini-Soldiers as Yor long before I trade/steal Shock Troops?[/quote] Good question, you shouldn't be able to. The Mini-Soldiers invasion tactic requires "Shock Troops" and no tech in the Yor tech tree file has the internal name of "Shock Troops".

27 Replies 12,338 Views

[quote]Actually, the Yor do get Mini-Soldiers. It's my favorite tactic for taking a planet with 100% Loyalty.[/quote] Nope, Mini-Soldiers requires the "Shock Troops" tech, which isn't in the Yor's tech tree. Certainly can trade for it, though. Shame that it isn't in their tech tree, though. If anyone should have it, it should be the Yor and the Iconians.

27 Replies 12,338 Views

[quote]Well, there are two attributes that control whether or not a tech can be traded or can be stolen (ie. through conquest). The tags in the xml are CanBeTraded and CanBeStolen. In most cases, we set these tags to be the same value, like what we intended to do for "Precursor Libraries", "Inherited Technology", and the like. These techs do not make sense for you to be able to acquire from other races. But special factory or other techs that lead to race-specific improvements don't necessar

9 Replies 4,450 Views

[quote] It would be nice if you could bribe other race to vote with you. [/quote] You can (by buying their IP), but it's not exactly the most obvious thing. Plus, you never know what the vote is going to be on...

20 Replies 5,165 Views

[quote] or just reintroduce them into the new factory branches eg the Yor could get 1 mining enhancement per collective tech.[/quote] Not possible currently with the way the XML tech requirements work... you'd have to make an entirely new chain of modules for each of the Yor, Iconians, and the Drengin/Korath, but then you would be able to build all these new modules and the old ones (for a total of 4x whatever the current max Mining percentage is, at least for the Yor (since

8 Replies 5,248 Views

Maybe those modules should be moved to the Space Mining techs, which everyone has. Makes logical sense to me, at least.

8 Replies 5,248 Views