[quote who="windclan" reply="19" id="3112081"]Does the Planet Quality ever max out? As in, if you had a planet that was just land could you end up having every single square open for use with enough work/random events? I assume ocean squares never become usable...[/quote] Ocean tiles can become usable, I usually see it happen when extra tiles are added through the Weather Control Center and Biosphere Modulator, if all the land has been used up. I have never seen a fully maxed-out plan
MisterAedan
[quote who="Tolmekian" reply="340" id="3111987"] Quoting Gaunathor, reply 339 Edit: Apparently not. Something I totally forgot: the Iconians don't have Xeno Business. This means, they can't use any of the culture modules from the Business-line of techs. Very interesting. Remember when I fixed the "problem" of the Franchise Center module - the second in line - not having any requirement? Wonder if that was Stardock's way of clearing the path f
[quote who="MarvinKosh" reply="160" id="3110486"]In the modded tech trees, Advanced Colonisation unlocks the first level of colonisation techs, which Expert Colonisation unlocks the second level. This helps to alleviate the problem with AI civs spending lots of time researching the follow-on techs when they only need the first level in order to planet a flag on the planet.[/quote] I really like this idea, makes a lot of sense.
Currently playing an Immense, stars/planets/habitable common, slow tech speed, 9 races game as the Iconians. I started in my own little cluster and thought I was doing ok with 8 planets and another 8 or so that were mine to take - and then suddenly encountered the Torians, who already had 40 planets and rushed all of "my" unclaimed planets too. They and the Drengin carved up the majority of the galaxy and were early leaders, but suffered badly from the Jagged Knife event - the Yor are now asc
[quote who="Gaunathor" reply="314" id="3101196"] 12. Altarian and Drath entertainment buildings. Currently, they have three weak entertainment buildings: the Entertainment Network, Healing Pools and the Drathian Temple. Healing Pools don't make any sense for them, so I suggest to remove it. The Drathian Temple could use a little boost. If you then also add EntertainmentNetwork as an Upgrade_Target, it will prevent the Altarians and Drath from cluttering up their planets with we
Great! Can't wait to give a it a go, although I do have a nice game going under v2.0 as ridiculously wealthy Korx (Galactic Stock Exchange FTW) selling to both sides of a Drengin-Drath war, and buying up conquered planets, so might have to finish that first...
Turning off surrenders, if you haven't already, will help the races last longer. In terms of modding, I don't know of any existing mods that alter what you describe (although the second at least should be possible, either by adding planetary defence bonuses to civ capitals, introducing new defence techs and improvements, or perhaps some other things I haven't thought of). However, there are a couple of mods that address more general imbalances between the races by
I'm not sure I've ever encountered the Precursor Ranger in 4 years of playing this game on and off, certainly not in the hands of the AI, so I don't think it's all that common (although different players seem to encounter different events more or less frequently). The player can get them too I think, again quite rarely, I think I have seen it mentioned in forum posts in the past. To defend against it - if you can convince the Terrans to make peace and then dig
[quote who="Tolmekian" reply="295" id="3092382"] I'm actually a bit proud of myself. I sure spent enough time watching the Arceans and Iconians suck, but one shot and now both are contenders. Actually, pretty much everyone is a contender at this point. My last playtest is the most balanced and exciting one I've ever seen. I really wanted to post about the playtest and not just these fixes, but I guess one wall of text at a time is enough.
[quote who="Gaunathor" reply="291" id="3091564"] The "not researching spore weapons" part is easily solvable. Just change the ID of the tech Spore Weapons from Biology to Weapons and reduce the AIValue to 10 or 8. Otherwise, this will be the first tech the Korath research. Or you could just wait until Tolmekian releases v3.0. I'm certain he fixed that problem in his new version.[/quote] Ah, I think I misread the earlier discussion on this and changed the wron
[quote who="Gaunathor" reply="285" id="3090702" [quote]Quoting Tolmekian, reply 282 A nice improvement unlocked by the Drengin/Korath Xeno Brain Washing. It was unavailable due to a simple typo in the TechRequirement - XenoBrainwashing instead of XenoBrainWashing. Actually, that's a Thalan building. XenoBrainwashing is the ID tag of one of their Evil-only techs.[/quote] Heh, I got all excited about that and made that one change myself, before starting a game as evil Thal
Whatever caused it, it saved the Sakkra from extinction - only a few turns later both their other planets were conquered by the Yor. And curiously, the Terrans left them alone despite having conquered all their neighboring minors. I've played a couple of games with V2 now and love it, eagerly awaiting V2.1. The AI races are playing much more competently than before and researching more widely in the tech tree. The Yor have been the smartest about this, building strong ships, invas
Just had a curious one in a game playing V2 with the MOOII minors. I received a message saying that Mars had left the Terran Alliance to join the I-League, but scrolling over to it saw that it was flying the Sakkra flag. And sure enough, when I opened a dialogue with the Sakkra they had Mars (and were willing to sell it to me, which I'm debating). The I-League haven't appeared either, only the three surviving regular minors are listed. Has this happened to anyone else?
Which AI do you find they're best with? I have them on 8 at the moment and it seems to work for them. The Iconians just surrendered to the Drengin (also flipped to a working AI, I think 8 again) so they now have as many planets as the Torians. Interested in seeing how the Drengin deal with this and whether they still suck when they are gifted a huge empire.
Cheers Noctilucus and Zarnick, much appreciated. Drath are my favourite race, so it's an effort to play aggressively instead of just building a huge economy and buying my enemies' empires! I guess with the Drengin and Korath it's the economy side of things that I have the most trouble with - sustaining both the war machine and the research effort to keep it up to date. I imagine there's also an element of me just needing practice - I'm playing TA and haven
[quote who="MarvinKosh" reply="230" id="2993066"] I'm also rotating out the Terrans from testing, and bringing in the Drengin at long last.[/quote] Excellent! Very keen to see what you do with the Drengin, I haven't been able to make them competent myself, always vying with the Drath for last place whether modded or unmodded. Haven't tried out your Yor changes yet but the Torians are owning in the latest game - colonized twice as much as anyone else, but also devel
Sorry for the thread necromancy, I was just wondering if anyone else had advice on playing as the Drengin/Korath as I also find them very hard to play as, falling behind in research and thus being unable to fight the wars I'm supposed to be able to fight, particularly once the tech inflation on weapons kicks in.
Well, the Drath came 5th of 6 in the end - my Krynn, Altarians, Korath, Terrans, Drath, Drengin. But they did develop their planets better and play a lot smarter - notably, they were the only race to conquer another militarily, capturing about half of the Drengin Empire before the Drengin surrendered to me, and conquering the Carinoids' mini-empire single-handedly. So there is something going on there...
I'm playtesting some Drath changes at the moment, trying to clean up their tech tree. I'm not sure if it's part of the reason that they're bad, but it bugs the hell out of me that they get entertainment centres, temples and healing pools, none of which upgrade to each other, and which they seem to stuff their planets with rather than building factories and research buildings. I don't know if it's the AI trying to compensate for slow population growth by maxing
And here's one more debug.err, this time from an attempt to start a game playing as the Korx. Debug Message: Version v2.03 Twilight of the Arnor last updated on: Thu Jul 23 11:47:38 2009 Debug Message: Could not open reg key HKEY_LOCAL_MACHINE SOFTWARE\Stardock\ComponentManager\Drengin.net\GalCiv2UL Debug Message: Could not open reg key HKEY_LOCAL_MACHINE SOFTWARE\Stardock\ComponentManager\Drengin.net\GC2EU Debug Message: Could not query reg
Sorry for the late reply, hopefully you've had a game or two on Tough by now... I wouldn't say it's too hard at all - I tend to play on Masochistic or Painful (depending on whether I'm using a race I'm good with or new to)and the main problem is dealing with the AIs' starting advantage - they seem to research early techs and build early achievements really quickly as well as putting colony ships out ridiculously fast, but then it gradually evens out. If
Very occasionally, but I don't usually consider it a good deal, the repayments can become economy-destroying in the early game and later on I usually have enough cash to buy outright. Sometimes when I need to rush a colony ship early on, to beat the Torians to a prime planet - then it's worth it.
And I'm pretty sure it's a mistake I made somewhere in the mod, after I started tinkering with them - just successfully started a game with them with mods turned off, and in the past I have successfully played a game as them using MarvinKosh's mod without any of my own further futzing around. Odd, since I barely touched the Korx, my focus has been on the Arceans, Drengin and Korath...
And here's the raceconfig for the Korx: FileID,DisplayName,Description,Homeworld,Homestar,RaceLeader,ShortEmpireName,Portrait,DefaultTradePortrait,DefaultTradeMovie,FriendlyTradeMovie,UnfriendlyTradeMovie,UnitedPlanetsMovie,Logo,SmallLogo,RaceColor,ShadowColor,UndefendedStarColor,Defe
OK, here's a debug.err from after an attempt to gift Alliances to the Korx - game froze when I clicked Send. Will have a look for the Korx race config too. Debug Message: Version v2.03 Twilight of the Arnor last updated on: Thu Jul 23 11:47:38 2009 Debug Message: Could not open reg key HKEY_LOCAL_MACHINE SOFTWARE\Stardock\ComponentManager\Drengin.net\GalCiv2UL Debug Message: Could not open reg key HKEY_LOCAL_MACHINE SOFTWARE\Stardock\Comp