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...
thehandofzarquon
Just a slight bump since no one seemed to notice this...
[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
[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
[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
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
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
[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
[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".
[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.
[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
[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...
[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
Maybe those modules should be moved to the Space Mining techs, which everyone has. Makes logical sense to me, at least.
[quote]Also, when you right-click a tech and get the popup tech details screen if a tech is a racial tech it should say so perhaps on the first line. "Torian Unique Tech" or something like that.[/quote] Yep, even putting the Civ's symbol in the background would be good (or both for a pretty effect!) [quote]For example if the racial tech allows the building of improvements but I could not build them it should be explained or shown with an icon like a red X imposed over the impro
[quote] Courage can be useful for some races (Iconians especially) [/quote] Just out curiosity.. how so? What does Courage do, exactly?
[quote]I've noticed that these races will NEVER trade these techs no matter how much you offer them-perhaps it's because they actually don't have them. Now, that's unlikely, but I guess it's possible.[/quote] Believe me, it is quite possible to get them to trade those techs.[quote]I just hope someone looks into this one because it makes it difficult to playtest the Beta when you have the Korath wiping everyone out early in the game.[/quote] Yep, playing as the Iconians I was un
[quote] About Super Spy: My thought is that Super Spy should start you at a baseline of Low espionage level with every race you encounter instead of its current effects. Just the number of spies that would save you would be worth it.[/quote] That plus a free agent and starting with Counter Espionage tech (and whatever the little bonus to max espionage spending is...) could be pretty nice... Another side note: Speaking of espionage spending, how does Espionage ability [i]act
Are you playing in the tactical/zoomed-out view? Because I wondered about this too, but It apparently takes 10 weeks for the Mobilization of the Terror Star to be completed once it is built. This isn't shown in the tactical view.
[quote]If certain iconian techs cant be traded, can they be stolen by planetary conquest?[/quote] It is possible, since they are seperate attributes, but generally, a tech that has been set to not be tradeable is also set to not be stealable. I can't think of any off the top of my head. On that note... the trade-ability of Iconian techs seems... odd to me. The "Advanced Weapons" are tradeable, even though that is something very specific to the Iconians (and why do they g
I got it to fire (you have to build all 5 modules, then assign the terror star a target, best to build the thing in your own territory and protect it with a good fleet because you can't even put any defense or attack modules on it!), but the game crashed after the animation played. Seems to turn the planets in the system into asteroid fields, but the models of them are all screwed up, that could be the cause *shrugs.
It will be possible to design your own Tech Tree in TA, and it is certainly possible to create Ship Styles, modding was one of the primary reasons they were added, or at least it was kept in mind when they were. Don't hold your breath for being able to make/modify Super Abilities. Currently, you might be able to modify Super Adaptable, Annihilator, Isolationist, and Trader, since these all give Techs that are certainly able to be modified, but you won't be able to remove Super Is
Super Spy meant a free agent and immunity to spies early in the DA beta, it was changed to basically what it is now when the Counter Espionage tech was added (it was also given some increase in the max you can spend on espionage per week, or something like that, later, I think...). Maybe they should just change it back to being that... certainly couldn't be more powerful/useful than Super Breeder or Annihilator, at least IMNSHO. With the Counter Espionage Center added, it would basical
[quote] I've been playing the Yor a lot so I'm not sure if this is a typo or not. Do navigation centers give fleet-wide speed bonuses now?[/quote] Well... the term "fleet" could be used here as referring to all the Ships the Arceans have in their military... *shrugs
[quote]In fact, I'm going to be giving them several techs that unlock cheaper versions of those 2 hull sizes.[/quote] There is supposed to be an alt cost attribute (look at the Survey Module)... of course, you have to provide a Galactic Achievement or Trade Good that the player has to build to trigger the alt cost. (See here for more details. Not exactly what you want, but it is better than having to rem