[quote]It took me quite a while to get the Translator as I had set the tech research rate on very slow. So, it's likely that the AI players each added a couple. As a side note, I assume the diplomatic trading page only shows the techs that can be traded, not every one that an AI race has discovered. That is, only the ones I don't have. I've started another game with Tech Trading on and, this time, I'll keep track of who's got what. I'd also like to try setting the Willingness to Tr
Scoutdog
They are hard-coded, although you can change some of the text through the English.str file.
[quote] then it would be affecting planets and stars nearby. That's the level of power it would take. It would probably collapse in on itself when you switched it on.[/quote] Sounds good! [e digicons]}:)[/e] But I suppose you have a point... magnets probably wouldn't work all that well. Besides, it seems like the mines would repel each other, and since friction in space ≈ 0, they would just keep going, destroying the field. Oh, well... But just b/c they wouldn'
The "willingnesstotrade" field is not realtive as far as I know. It seems to be directly added into whatever equation governs the code. AIValue, on the other hand, is relative, and the actual value does not matter except when it is higher or lower than another value.
[quote]but would be able to defend more than the cubic meter they are actually in.[/quote] Who says that the mines would be that small? Take a 10-Meter or 50-Meter or -heaven forbid- a 1-Kilometer sized metal sphere. Fill it with some kind of explosive. Add a few super-strong magnets. Repeat several hundred times. There's a minefield.
[quote]It's not a question of making missiles/mines work with "stardrives" or whatever; it's simply a matter of getting the enemy ships close enough to the mine.[/quote] Or the mine close enough to the ship. As I said, if they had really powerful magnets, they would latch onto you from a fair ways away.
Actually, this is the same as my own mods window! You wouldn't have happened to not have had a "mods" folder to begin with, would you? Don't worry, this doesn't affect the game performance in any way, you just can't see what you are doing...
1) Morale works using a linear equation with some variables that only the devs know. People have tried to figure it out before, and didn't get very far. 2) They both get the bonus, but you are the only one who can sell them. The bonus is civ-wide. 3) Try changing the difficulty or victory conditions, but I do not know any way to change the fundamental programming.
[quote]No, missiles are only deployed in "tactical" situations. Mines wait for someone to get close to them. That part is the problem.[/quote] They are used differently, yes, but the same problem applies: the mine/missile is too small and expendable to support any type od "stardrive", and any ship that fired one while traveling FTL would just run right into it. Still, if I can suspend my knowledge of physics long enough to fire a missile, I could do so long enough to lay a mine.
[quote]From a reality standpoint, mines are a fundamentally bankrupt concept in space. It's simply too big to mine.[/quote] Not necessarily. If they were in some way "smart", or simply had a really powerful magnet attached to them, they would be drawn to any ships that entered the area. Or you could just use a few million of them...
It is possible provied that you get a hex exit program. This post goes into more detail: Link
In that case, changing all the valuse will get what you want.
I would also like to see those little bonus tiles be editible. How hard can it be to put them in an XML?
Also, if you routinely play as a particular race, you can only decrease the values on that race's tech tree, while keeping the others the same. This will make your techs "worth" less than theirs.
[quote] I would love to see a ship editor that allows you to create more realistic looking ships with a much greater degree of freedom in designs. The cartoony feel of the gal civ 2 ships was the only thing that annoyed me... Would be nice to be able to create any type of ship of any size and just have a cost on the size and the Tech, Systems, Armor, Ect. and not have to use pre made parts and hulls. This could be used for everything in the game.. Space stations, Mega Battle Dreadn
Good point. Most of my ideas need to be tweaked fro balence, like the "recruitment" thing. EDIT: Have found a way to keep them from just spamming mines everywhere: have the fields/expansions take up a certain amount of Logistics. No more Logistics, no more mines. Maybe also add an up-front cost to each fiedl.
[quote]Whenever I try uploading, I get an error message that says : Cannot find the object "sdnet_accounts.dbo.tb_Accounts" because it does not exist or you do not have permissions.[/quote] I'm actually a little relieved: I though it was just me! Still, coud some-one take a look at this thing? It's keeping me from uploading my first-ever posted mod!
I would also like to see the AI name the planets it colonized from a preset bank of planet names unique to each race: alphanumeric for Yor, lots of consonants and apostrophes for Drengin, maybe something like "New Korea" or other nation-oid trems for the Terrans, et cetra.
[quote]And no ships could warp through it, unless they attempt to clear the field, they would have to navigate through at speed of 1. High Speed Warping through would obliterate any ship. Same with the owner of the minefield, but they would not take damage since they know the exact minefield layout, therefore could navigate through it slightly faster, say speed of 2.[/quote] Or, better yet, have the speed be controllable by the player, but higher speeds have a much greater liklihood o
There is an "AI willingness to trade" field in the tech tree files that goes from 0 to 100. Either decrease all the values by the same amount in notepad or in the builtin tech editor.
I don't think so. Saves seem to save EVERYTHING, so you would probably need to start another game to rectify any problems. Still, I will need to look at the mod in greater detail...
MINES: Have a "mine module" that allows ships to lay a minefield in a given square (possibly have the module be able to do this only a limited amount of times before having to return to a friendly planet to resupply). That square would then have a high chance of damaging any ship that entered it (although some ships could slip through). Ships with weapons could also take a few turns to clear the field.
Decided to revive this old wish list now that I have linked it to the "what do you want in GC3" thread. 13) Have modules for ascension starbases (that is, if Ascension victory or something like it is included).
One word: link EDIT: Oh yes, also this one: Link
Did you mess with the files in that time? Check to see if they are still there: I have heard that some viruses can delete stuff like that...