MisterAedan

MisterAedan

Joined Member # 2984193
1 Posts 142 Replies 414 Reputation

My favourite game (it was a modded one, and I have rambled on about how epic the whole game was at length elsewhere...) featured a combination of colonizing minor races and an early mega pirates event. Before the event, the minor races had anywhere from 1-3 worlds each depending on how good their start was. Once the pirates showed up and started wrecking everything, it turned out that their ships ignored minor ships and starbases while going after majors relentlessly. This had the two

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Hi Gaunathor, I just spotted this thread after a long break from GalCiv. This looks like a great mod and I'm hoping to take it for a spin soon, once I get my current pile of work sorted out. When I do, will provide any feedback I can. Really pleased to see this mod, and that the GalCiv modding community is still active.

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[quote who="bbr91" reply="441" id="3187279"]I am currently playing a modified version of this mod, as I said, with default AI personalities, smart minors, and I also buffed the Arceans, the Drengin and the Korath, so they have a better chance of survival. The Arceans are still the underdog but at least they have better chances with an economy and an influence bonus.[/quote] How does that work out for you? Do the races with the weaker/broken AIs (Drengin, Korath, Yor, Iconians & To

722 Replies 1,778,113 Views

OK, now this is just teasing. Looking forward to more news, whenever it comes. [quote who="Ynglaur" reply="1" id="3185267"]The Lego-like ship builder is still one of the best features in a space 4x game ever.[/quote] This. So much fun.

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[quote who="Alstein" reply="13" id="3129533"]That said, with Brad's talks about what he doesn't like about GC2, and Derek's design- I can see GC3 having high potential to be a classic.[/quote] I think I missed Brad talking about what he doesn't like about GC2 - where can I find this?

29 Replies 110,811 Views

[quote who="Tolmekian" reply="4" id="3124542"]The same goes for the minor races. One of the AI's failings is that the minors never give their treaties to anyone. My old game plan was to get all the minor treaties, but now I leave them be. In fact, since I play with cheats, I like the idea of having the minors trade their treaties to the local major as a form of tribute. They get some techs, money, and a little security in the bargain.[/quote] Neat! So much

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[quote who="Gaunathor" reply="402" id="3125168"]Another way would be to use several tech requirements per technology. You can have two or more requirements per tech. For example, I added Fusion Power Plants as a requirement to Xeno Factory Construction (in addition to Xeno Industrial Theory) and it worked. I then did the same with the other factory techs and it still worked. Even my change to Alliances (requiring Advanced Diplomacy, Trade and Interstellar Governments) worked flawlessly. The o

722 Replies 1,778,113 Views

[quote who="Tolmekian" reply="400" id="3124562"]Well, I think I'm reaching the end of what I can do with this. Or, at least the limits of the scope of my work. I think I've hit just about every tech, improvement, and module in the game. The major question is what to do with colony population, farms, and morale structures. Is it perfect? Hardly. I think I'm hitting the point of diminishing returns, though. Either that or I'm suffering m

722 Replies 1,778,113 Views

[quote who="Gaunathor" reply="395" id="3122056"]Now, I added the Industrial Starbase Construction techs back in, but made them Drengin-only...I'm not totally satisfied yet, but it is definitely a start in the right direction. Thanks again for the idea, MisterAedan! [/quote] Glad it was of use! Actually, yours is the much better implementation of the idea and I might have a go at this myself - have never really looked at starbase modules properly. Also, I didn't realise

722 Replies 1,778,113 Views

[quote who="Gaunathor" reply="391" id="3121245"]Biosphere Modulator (+3PQ, +10% pop-growth, 60 cost) Weather Control Zenith (+3PQ, +15% food bonus, 60) The maintenance for each is 2bc.[/quote] I like the sound of this, makes a lot of sense - and the Drath will appreciate the pop growth bonus for sure...

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[quote who="Tolmekian" reply="389" id="3120635"]Actually, with all the work I've done making the Drengin and Korath similar, I need to go back and see what makes them distinct. The Korath have a number of powerful techs that the Drengin lack, so what do the Drengin get that makes it worth using their TechTree instead? Things like fleet modules and planetary defense were Drengin-only, but now I've made them universal.[/quote] I've been experimenting with techs and improveme

722 Replies 1,778,113 Views

[quote who="MarvinKosh" reply="311" id="3119384"]I may have to dial some of these back a little, so that the Iconians don't go into a late-game economic meltdown.[/quote] I wouldn't worry too much about that, my experience playing as the Iconians tends to be that even without trading for/capturing Banking Centers or Stock Markets their economy is healthy in the late game, thanks to Merchant Trade Complexes. The early game is another matter, as they suffer from high maintenance

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[quote who="Tolmekian" reply="381" id="3117208"]3 - AIP 8 has its own idea of how to run a research program. It has such distinct preferences that you end up having to trick it into a balanced research strategy. Surprisingly, it competes pretty well given its deficiencies. At least, in early v3.0. I went back to strictly AIP 11 to finish v3.0, so I can't say much about how AIP 8 behaves in the current version. 4 - On AIP 8, I wouldn't be surprised at al

722 Replies 1,778,113 Views

[quote who="MottiKhan" reply="87" id="3117017"]Is the Jagged knife event pretty much assumed to happen in TA? Seems pretty common from the write-ups. [/quote] It's not guaranteed - I actually hadn't encountered them for a long time until my recent game - but when they turn up it's a big deal as they're so formidable. Possibly we're all playing with more frequent random events in order to make these games more interesting [e digicons];P[/e] The

129 Replies 235,461 Views

[quote who="MisterAedan" reply="378" id="3117076"]Otherwise they were being quite sensible, just with this one glaring flaw.[/quote] Oops, I meant to elaborate on this a bit more. They particularly loved production and were charging through through to The Death Furnace, they also didn't seem to have any problem with their economic buildings or building decent ships. It also wasn't the case that they weren't researching their more advanced research buildings, just that they

722 Replies 1,778,113 Views

[quote who="Gaunathor" reply="377" id="3116965"]Common problem, because the AI value for all improvements hasn't been adjusted yet. Finding the right value, however, needs a lot of trial and error. I currently use a base value of 10 and adjust it accordingly for all improvements, if needed. Econ buildings are given a value of 14, morale improvements 12 and farms 8. Production and Food enhancing buildings, like Power Plants and Food Distribution Center, are given a value of 5, w

722 Replies 1,778,113 Views

Heh, the Iconians LOVE the government techs - they raced toward the Federation (or Interstellar Commonwealth, as I renamed it for them) and built the Galactic Monument before I even realised they were going for it. In fact, generally they're starting to perform really well, which is heartening. The Iconians and the Yor also both love their respective ethics techs too, far more than their rivals the Drath and Drengin. The Korx, on the other hand, have shown no enthusiasm for their

722 Replies 1,778,113 Views

I just started a new game playing as Terrans, and qrtxian's conversation mod has really come into its own. Every race I encounter seems to come out with something I haven't heard before about their particular beef with the Terran Alliance (including the Drath introducing themselves by saying that we looked a little bit too much like Altarians for their liking, and the Yor having an even larger repertoire of clever things to say about 'talking meat'). So thanks to both of you!<

722 Replies 1,778,113 Views

Wow, the Aurora class ship is beautiful, if that's the right word for an immense engine of terrifying laser death. I've never seen any of the Stargate shows, are they worth getting into? Ragaril, I really like your Federation-style ship too.

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Neilo, what are SB array and S4P? My Iconian game is, painfully slowly, dragging towards an alliance victory with the Altarians, Drath, Arceans and Krynn. I have to be careful about how I finish off the other races as the Altarians are allied to me, the Drath and the Torians and close to another couple of races, so they could conceivably beat me. I have so many planets (thanks to conquering half of the Jagged Knife and the whole Korath Clan) and such an immense research capacity that

129 Replies 235,461 Views

Weirdly, in my current game the Jagged Knife seem to have got smart, or at least smarter. About halfway through taking their 70+ world empire from them, they started getting competent, at least in terms of massing their fleets and hunting me rather than just sitting there and taking invasion after invasion, building ships but not launching them. They have even been building, launching and sending out troop transports (with escorts!), although I haven't witnessed them launching a successfu

722 Replies 1,778,113 Views

[quote who="MottiKhan" reply="56" id="3112793"] Quoting MisterAedan, reply 54Currently playing an Immense, stars/planets/habitable common, slow tech speed, 9 races game as the Iconians. Sounds like you might be in that one for a while, especially with the JK. Those Yor can be a pain as well, with their warp limit ability. They still have that in TA, right? I'm still playing DA and have only dabbled with TA a tiny bit.[/quote] Yeah, definitely taki

129 Replies 235,461 Views

[quote who="Tolmekian" reply="351" id="3112891"]My understanding is that the player will hoard these techs anyway, buying them up but rarely selling them off. [/quote] Heh, guilty as charged. [quote who="Tolmekian" reply="351" id="3112891"]My approach of lower cost, accessible GA/TGs should ensure that one civ (or the player) would have to try extremely hard to grab them all up.[/quote] That's what I have seen in the game I'm currently playing. I managed to bui

722 Replies 1,778,113 Views

[quote who="Tolmekian" reply="347" id="3112633"]It's interesting that you didn't like the Mercenary Academy so much. I'm guessing it's because you're the leader. In my current game, the MA was bringing in about 650bc until an economic boom, and now nets about 1200 or so. It's about 6.5% of my economy from one improvement, but it's benefit would understandably decrease as your rivals get weaker and weaker.[/quote] Agreed - I love playing both Korx and (espec

722 Replies 1,778,113 Views

[quote who="Gaunathor" reply="344" id="3112349"]Some ideas: 1. Gravity Accelerators. Change the requirement to Artificial Gravity. Makes more sense tech-wise, IMHO, and gives everyone access to it. 2. Ultra Spices. Change the requirement to either one of the Xeno Business-techs or one of the Biology-techs (Xeno Biology maybe). 3. Aphrodisiac. Change the requirement to Fertility Acceleration and give all bio-races access to the tech. I know, it's not one of

722 Replies 1,778,113 Views