I cannot answer 1 or 2 because I am impulse-phobic and still use Stardock Central, but as to 3: This is the normal behavior of the AI at normal, plus the fact that the campeighns start out easy and get more difficult as they go on.
Scoutdog
There is another post on this site that you may find useful: Link
After running some experiments with images that happened to be lying around on my desktop, I came to the same conclusion as you that the cursors are not really "meant" to be modded. As for the left-handed cursors, you're right that the INI file was not really meant for Gal Civ and that left-handed cursors need to be supported in code. Over all, it doesn't look that good if you want to mod cursors. I would recommend just what yo're doing, namely backing up the original and r
This is really wierd. I'm going to mess around with cursors myself and see what happens when I change them.
[quote]Also, it doesn't seem possible to throw the modded cursors in My Documents/My Games/GC2TwilightArnor/ and have them work either.[/quote] You need to give your new cursor the exact same name as the default cursor, and put it in the exact same folder for it to work. [quote]So far as I can tell, nothing I change in the INI file for a modded set of cursors actually has any effect. The cursors themselves definitely work (they're basically flipped horizontal
ToTA? Hopefully in a few days... [e digicons]:grin:[/e]
Yeah, looks like this wish list has gotten a bit out of control. Guess that's what happens when you mix a perfectionistic streak with extreme verbosity.
12. In the race selection screen, have the computer assign all of the ability points not assigned to abilities for AIs be randomly assigned. This would close the tried-and-true AI-nurfing strategy of giving your player all of the abilities you can while you give the AIs none, as well as making it possible to include something like the Pants Penalties mod as a default part of the game w/o screwing up the strategy.
Or you can buy or te=rade the offending colony ship from the trade screen. Of course, it's more productive to let them colonize, then flip, but if you REALLY don't want themm to get that planet for some reason, then buy the ship and decomission it.
Odd, it seems to have resolved itself. Maybe I atoned for whatever I did in my past life.
11. Have anomalies randomly appear in space throuought the game. It gets boring after all of the anomalies have been snapped up. Maybe they already do, and I just don't notice it, but it cerainly seems like there's a finite amount. This is not realistic and it makes the game boring. Maybe even have a non-participation event (or whatever the heck they're actually called) that incresases/decreases the frequency of generation, like a recession for anomalies.
I know it's a bit late, but I second that.
[quote]For invasions, the soldiers from the transport fight to the death against the soldiers on the planet. If the invasion succeeds, the planet's population stays the same, and the surviving soldiers become that planet's soldiers.[/quote] Maybe have invasion tactic penalties include killing a certain % of civillians, along with destroying imps and lowering planet quality.
REPLYING TO WILLYTHEMAILBOY: Good point. I like the idea of not getting the benifits until the money is paid, as well as the more expensive costs. As to the problem of players flipping , I was thinking of having the bonuses for choices that do not match your alignment be sharply reduced, i.e. if a Good player chooses an evil choice, that bonus is not nearly as good as if an evil player made the same choice. That would prevent the player from flipping to get the best choice, while stil
Of course, millitary ratings should factor in the number of troops, not just ships.
10. Instead of always having to pick the crappy choices in rendom events to be a good civ, have approvaimately 50% of events reward good choices and punish evil ones. Neutral would stay as a semi-positive, semi-crappy choice. Actually, could be done as a mod, provided that the modder had far more creativity and skill with graphics than I do.
9. Make bonus tiles moddable. How hard can it be? The only fields that you would need would be name, graphic, frequency of appearence, bonus type, and amount.
[quote]2. Maybe some sort of morale-based "recruitment" system for filling transports, since you can't realistically just draft an entire planet's population and send them off to war.[/quote] I have created another post that goes into this in more detail: Link 8. Be able to change your etical alignment whenever you want (not saying it should be easy: it should be a very expensive process that may take up to a year, just saying
Am I the only one who thinks that it is just a bit unrealistic that you can just draft an entire planet's population to put on a transport? I think the game needs some sort of of "recruitment" system that makes soldiers seperate from civilians. I have touched on this in another post but will go into more detail here: Every turn, the computer takes your recruitment number (RePs), multiplies it by each planet's approval rating, maybe divides it by some other set number to balance it out
7. Instead of a tiny little check box for mega events, have a selector like the ones for research speed etc. that controls the frequency.
From the moment I start the game the music is choppy and nearly every acton has a terrible lag up to 1 minute, which makes the game nearly unplayable. Although my computer is not great, DL runs perfectly, and since the two would seem to have fairly simelar memory and processing requirements, I don't think that it's a simple matter of using a system that can't support the game. I swear, computer problems seem to follow me like some kind of aura...
Hmmm. That's odd. The Krynn, Korx and Korath paragraphs don't appear to be in the file. Granted, I haven't played as any of these races for a while, but I seem to remember the Krynn's speech as being different from any of the ones in there. (i.e. not just used by two different races)
Got 'em! If all goes well you may just see these paragraphs in my first posted mod. I'll leave this thread up in case anybody is looking for the same thing, however unlikely that may be.
It doesn't appear to be working. I start the game, go to the options screen from the main menu, click the change button in the mods area to bring up the window, then click default... and nothing happens. Have repeated several times, same result ;p .
I am attempting to find the file that contains the text that appears below the video that plays when you colonize your first planet. (You know, the one that, for humans talks about being trapped on earth for 1000s of years, yadah, yadah, yadah. It's different for every race.) I have looked in all the data files, but can't seem to find it. If you can figure out which text I'm talking about (which I realize isn't easy), and know where it is, please tell me the path starting @ the DarkAvatar main f