[quote who="IotaZero" reply="680" id="3359117"]P.S. Is there a way to set up a game, and just watch the A.I. control all the teams, without having to actually play? Like an observer mode?[/quote] What I do is start a game, the use ctrl+shift+D to add a minor. Then I take over the minor, quicksave and load, then have my starting race surrender to me. I destroy the starting colony, leave the UP, and it's off to the races. Since you end up as a minor race, you'r
Tolmekian
[quote who="Gaunathor" reply="682" id="3359227"]Quoting IotaZero, reply 680 -The Terrans don't start with any market or entertainment building? Why don't they have traditional entertainment and market economies? It's not only the Terrans. None of the races have those techs. I somehow missed that while going through the files.[/quote] While the Terran TechTree missing those techs is an oversight, a quick check shows me that all the other races that shou
[quote who="IotaZero" reply="679" id="3359018"] Oh, before I forget, I had something else to bring up about the mod. First of all, with the extra speed bonuses in the early techtree, the speed +1 and speed +2 racial bonuses aren't as appealing (and they were really expensive to begin with). And it seems that the Thalans are always the first to build the gravity accelerator trade good. I figure it's because they start with the artificial gravity tech. Is there a place to move it
[quote who="Gaunathor" reply="97" id="3356471"]My biggest problem with the DL, however, is the AI. They have all the tech to conquer the universe, but are too dumb to do so. Every time they build ships capable of crushing all enemy fleets, but they either won't build or use troop transports. Not even if there is an unprotected planet right next to their homeworld. Rarely I see them actually do conquer other worlds, and even then it mostly ends up in a stalemate. Four years should be more
Interesting points. I'm tinkering with the parties a little while I'm playing and testing, so we'll see what comes of it. I boosted the War Party to +15/15/25 instead of 10/10/15. Mercantile got a bonus trade route to go with the %trade bonus. Pacifists got an espionage bonus (I think), because how else to exert power if not through arms? Populists got something, I think. [quote who="IotaZero" reply="676" id="3358482"] I was playing around wit
If I were to put some work into a v4, and fiddled with the political parties, would anyone have any suggestions? I mean, consensus opinion is that it's either Federalists or Technologists and everything else is no good. So, would you buff the others or nerf the chosen ones?
Wow. That's a lot of stuff. I thought I was past a lot of the typo errors, but there they are. I'll have to see what I can do with your lists. As far as maintenance vs cost vs output, I made a spreadsheet way back when and fit everything into a more or less uniform system. It's been long enough that I would need to to review it before responding to any comments about inefficiency or cost/maintenance jumps. To my recollection, I standardized th
[quote who="Gaunathor" reply="664" id="3355960"] Quoting Tolmekian, reply 662PS - Here's lookin' at you, Gaunathor. No pressure, eh? I'm going to take a look as soon as I have some time.[/quote] No pressure at all. It was more of an acknowledgement. You made it into the release notes. ;) [quote who="MarvinKosh" reply="665" id="3356038"] I've actually developed a fondness for Immense galaxies with Tight clusters. I&
Ok, I lied. Instead of playing a game I set up a playtest. I guess I'm just addicted to watching the AI slug it out. This time, I threw 9 races in a huge galaxy. For fun, I set every race to it's own unique AIPersonality, except the Torians. I set them up as Altarian. I've got Drengin, Korath, Yor, Drath, Krynn, Terran, Korx, Altarian, and Torian. I started as the Arceans and was going to annihilate them, but decided to leave them in the c
Well, I've pretty much got everything fixed, including nixing that -1 speed for the Arceans. Think I'll upload v3.51 and let it ride (until the next disaster pops up!) Edit to Add: v3.51 up and ready. You know what? I think I'm finally going to play a game. That's right. Over two years later and I'm finally going to play a game with my own mod. Happy days. PS - Here's loo
Thanks for your feedback and the time you've put into playtesting. Interesting points you're making here. Your experience seems to affirm some of my worries about AI performance versus an actual player. Of course, your testing is pretty much the opposite of mine. You're taking very few players in a smaller galaxy, while my tests use a minimum of six in at least a large galaxy. In either case, I think the AI is susceptible to blitzing, or at least the
Boo. I'll have to fix those up. Thanks for spelling it out for me.
Been doing some digging. Here's what I found: Maybe you got a bad DL or something. I DLed v3.5 with Dumb Old Minors and Basic Necessities and the Infrastructure techs were fine. Starbase modules fixed. Looking at the original Terran TechTree shows that Stellar Folding is right below the Terror Star techs. I'm thinking that somewhere in the process of me removing/readding/moving those techs around, I must have nixed Stellar Folding a
[quote who="Gaunathor" reply="650" id="3351047"]The Mfg. Vortex Factory and Energy Matrix Center modules can't be unlocked, because the required techs no longer exist.[/quote] I recall now that during a test run the Akilians slapped an Energy Matrix Center on one of their starbases. Guess I should have followed up on that "see why Akilians have access to Yor modules" line . . . And thanks for the kind words. It means a lot.
Sigh. The work is never done. Guess v3.51 is in the offing. [quote who="Gaunathor" reply="650" id="3351047"]The Details-tag for Basic Necessities ends with instead of . The tech also has no Category or Description. The missing Description is also true for Enhanced Infrastructure and the two subsequent techs.[/quote] Of course I boffed up the new infrastructure techs. Something really went wonky, though. I did write up descriptions and everything fo
v3.5 release Here it is, the more or less finished product after all this time. It's been about a year since I put this project down, so I'm a bit fuzzy on what exactly I did before coming back to finish it up. I'm pretty sure I've got the major things nailed down, though. Let's see: <span style="font-size: x-sma
[quote who="Gaunathor" reply="647" id="3350407"] Quoting Tolmekian, reply 646I went with an indestructible, upgradeable, 1 per-planet improvement that gives a bonus to pop growth and %food. Sounds good. How is the AI handling morale? That is still the biggest problem in my mod. While the AI is much better now at researching the techs, it still has trouble building the improvements. Well, with the exception of the Drengin and Korath. AIP 7 just loves to build morale impr
[quote who="Gaunathor" reply="641" id="3349986"] Good to hear. I'm curios about what you decided to do with the farms. In my latest (unreleased) version, I did away with all farm-upgrades and turned them into 1pp again. The only exception are the Yor Charging Stalks, which remain unchanged. The AI seems to handle it pretty well. [/quote] I went with an indestructible, upgradeable, 1 per-planet improvement that gives a bonus to pop growth and %food. I think there is a mo
[quote who="Tiokon" reply="643" id="3350054"] In an interview Brad said they didn't make any money from the Galactic Civ games. It didn't say exactly why but it sounded like something legal that left a bitter taste and I speculate it may have taken away their motivation to finish Twilight up. I have no idea if they make any money from it's sales now but it does seem to still be part of Stardock. Between Twilight and Elemental it seems like they had some team memb
It's nice to drop back in and see things still going on here. Thanks to everyone who's taken the time to read this and give my mod a try. I'm happy to report that v3.5 is ready to go. Well, I need to package it up and upload it, but it's as done as I'm going to get it with the time I have. [quote who="enoeraew37" reply="629" id="3335075"] Still loving this mod. Shouldnt discount the possibility that Marvin or Tolmekain are Stardock employees
[quote who="Wetballs" reply="619" id="3323261"]I keep running into galactic achievements and trade goods and junk that I’m used to ignoring, and finding that they now kick ass. Great job pimping the Orbital Terraformer for example.[/quote] Mission accomplished. Thank you very much. [quote who="Wetballs" reply="619" id="3323261"]As I was considering trades for both Superior Espionage and Master Spies in one game, I noticed that neither of these techs appears to do a
[quote who="MarvinKosh" reply="617" id="3322314"] Well actually, when you think about it, why is it that power plants aren't able to extend population caps for non-cybernetic life forms? Think about it. Power of one kind or another can be a basic infrastructure which other infrastructures depend on. In the case of organics, it supplies power to heat and light homes, grow and harvest crops, process foods, and allow services to function. For mineral life f
[quote who="Gaunathor" reply="616" id="3321989"] The most practical solution is probably to remove all the upgrades. Turn the farms into one high-end improvement. Like the Robotic Farms, with the exception, that you need to research them first. I've been thinking of doing this approach for some time now, but am worried about it for two reasons: 1. the AI might not research the tech for some reason, and 2. the AI night not have any space left to build the farms. In the end,
I had this idea that I might get around the 1pp problem by having each farm improvement add 1 to planet quality. Then, instead of upgrading, you'd have to build one of each type of farm, but with +1PQ farms wouldn't affect how much you could build on a planet. Unfortunately, that approach is doomed to fail, because losing the farm doesn't result in loss of the +1 PQ. I think it will take some time for me to figure out how to solve the problem in any elegant f
Thanks for the additional info. I just installed GC2 and got my mods and everything set up. Time to get this figured out.