[quote] Espionage that let[b]s[/b] you spy passiv[b]e[/b]ly (read: without disabling an planetary improvement) [/quote] Yeah, I spies do currently seem more like saboteurs - although I think I was hoping for something entirely different from the current system, which is rather boring.
Audiafox
Thank goodness someone finally got smart and decided to fix our routers for us. :CONGRAT:
[quote]Quite sad...[/quote] I personally held this opinon of Continuum. Maybe I'm just not much of a sci-fi guy.
Haha... I don't think you understood what I was saying. He says in the OP that right and wrong are relative, or in other words, there is no such thing as right and wrong. I said that the mere idea of right and wrong proves that there is, in fact, such a thing. If right and wrong didn't exist, then the idea would never have either. You can't miss what you never had! [quote]can you please read the thread before posting[/quote] As for the thread, people seem to have somew
See, if the problem with saying that there is no absolute standard for right and wrong is that, if it were true, nobody would think in terms of right or wrong. It's like telling your neighbor, "Hey, I have no hands!", but then he asks, "What are hands?" If there was no standard for right and wrong, people would have no concept of such a thing. They would behave more like robots, making decisions that had the most benefit for themselves. I might add that the result of such a system would be chaos
[quote]That sounds incredibly tedious, and not a particularly useful thing. It may be more realistic, but nobody cares about that. Do you really want to conquer a race that has 100 worlds one planetary improvement at a time?[/quote] Well maybe not. I guess I'm thinking in terms of small galaxies, since those are the ones I usually play on. How about making it so that each planet can do research on a different technology?
My current ideas for it are the following: 1. Make planetary invasions different. This kind of goes along with the OP, but my idea is to make it so that planets must be conquered one improvement at a time. This would obviously make it so that planetary invasions would be more realistic time-wise, make it so that more than one faction could control a planet. Perhaps in the event of joint ownership, influence could play a role, allowing you to slowly have enemy controlled improvements def
Hey, another idea that would be neat is some kind of stealth techs. [color="#FF0000"]Make it so that ships can be cloaked, and only very good sensors can detect them.[/color] Then, change the ship battles so that they aren't necessarily to the death. If a cloaked ship remains unseen by the enemy (bad sensors/no sensors on fleets) and it has at least 2 moves, it can do a hit-and-run attack and escape unscathed. I'm thinking of something like an extension of the Arcean super ability, only the bat
You know what people? It's a game. In games, certain things are just the way they are, and don't necessarily make sense. Maybe they should just get rid of the "make it toxic" thing. That would solve everything.
I think it's fine the way it is. I mean, it would stink to have a wonderful PQ 20+ suddenly ruined by an enraged AI with a few transports. It would also make defending your planets a top priority, meaning fewer ships out and about to actually fight the war. It would also make planets more of a liability, since to effectively defend them you would need pretty beefy ships in orbit around each one. As for splitting up transport fleets before invading, I have always done that. Y
[quote]Aha. I didn't realize I had to research anything to build them. In DL and DA, they were available right out of the gate.I like this change to ToA; it makes a few races, like the Torians and Iconians who start with farms, unique.[/quote] Unique, and powerful in that way.
The fleet warp bubbles probably aren't supposed to allow you past 5 pcs/wk either when you get that event.
Love how you name all your planets after states, heh...
[quote]I like his version of my idea better that I do *my* Version - make the ascension crystals ancient precursor starbases and ships![/quote] I think that makes more sense than some crystal floating about in space...
All I want is for Stardock to code in some extra super abilities, so that your custom race can have a unique one (as opposed to, say, reusing Isolationist). I don't have any ideas for them, but still. I really like the previous suggestion though too, though I think it would be cooler as something other than a mega event. It would certainly be neat to be able to find and lay claim to remnants of the Precursors floating about in space. Maybe change the ascension victory, make i
I hate it when the AI gets one of those Arnor battleships with like 40 defense in each category and about 200 beam, 50 missile, and 50 mass-driver attack (and 7 speed). That REALLY sucks.
As it appears to have been approved, I have decided to create a topic for my OCCR (Orgenesi Coalition Custom Race) mod. As the name suggests, it is a mod which replaces the custom race with my own creation. This mod is intended to be fun and well-balanced, and as such requires some feedback to make it enjoyable for as many people as possible. Currently the mod is version 1.1, but it will be updated in response to feedback and oth
My highest score was about 26000 with the Thalans, but I would have to look at the highscores for the details (map size, time, etc.) Wasn't a Metaverse game though, I don't have an internet connection on my GalCiv computer.
As it appears that it has been recently approved, I have posted a topic for my Orgenesi Coalition race mod, currently version 1.1. It replaces the custom race. My idea was to create a race that is well-balanced and fun to play, not overly powerful or too different (since tech trading may make other races overly powerful). Obviously this is open to suggestions. You can find the link to it here. U
Thanks for helping anyway. Actually, I just played a game as the Iconians, and they have the same problem! A bunch of their templates are duplicated. Now I think this is a glitch with the game itself, and hence unfixable by we the modders.
You're not really understanding me. None of them are Terran ships. They are all mine, both the normal and duplicates. I'm not sure what causes this, it's rather strange.
I use "s12" as a prefix. Again though, it isn't that the style doesn't work. It works fine. There are just a number of duplicated templates in the templates section. I have tried just deleting the extras (which, BTW, look exactly like mine, not like the Terrans' or one of the other races), but it is only a temporary fix. They all come back when you start a new game. Maybe you're on to it with the prefix though, perhaps the game automatically adds in some templates for the custo
I saw above somewhere that concerning EA's game deadline policy they follow "release now, patch later." I would like to correct this. It should be, in EA's case, "release now, patch never."
Mine. The ships work fine, but for some reason, under the templates tab in the Shipyard, a number of them are duplicated. Not all of them though.
Hey, is there a way to make it so only one copy of each template appears? This is in my OCCR mod, which is currently pending approval. For some reason or another, under the Templates tab in the Shipyard, two Colony Ships appear, two Constructors, etc. but not all of them are duplicated. One of them was my own design, the other the default Terran design (although I used the Altarian style when I made templates). Then I renamed all my templates and shipcfg files to match those, to hopeful