I found that out as I kept reading. But I hoped the responses still have value for the overall discussion. So. What is the future of this discussion? Are we at the wish list stage? The roll your own mod stage?
DMF
I tried this with a similar tech pair. I initiated a trade for Planetary Improvements (PI) which masks Stellar Production (SP) (both PlanetaryImprovements). SP offers +10 Econ; PI offers +10 MP, SP, RP. I received +10 MP, SP, RP, no Econ. Unlock worked as expected and SP disappeared from my available tech and from the full tree display, replaced by PI. I think I did a quick test with SM and DI and saw th
[quote who="Gaunathor" reply="1535" id="3612143"] -Give Mechanized Warriors the following stats: Cost 500 (from 800), bonus 100-200 (from 40-50), PQ-damage 10-30% (from 0), improvements-damage 80-100% (no change). This tactic was overpriced compared to what it did. The tech-description of Mechanized Warrior doesn't state anything that could justify this ridiculous cost. It does state, however, that "As a result, our troops are immensely powerful per man." Yet, the actual tactic is we
[quote who="Gaunathor" reply="1534" id="3612128"] The removal of the ability to buy planets from the AI smacks like a "Thou shalt not exploit the AI!" It's a singleplayer game. So why would you care how other people play? If anything, this should be in a mod, not the official game. After all, the devs intended for the player to be able to buy planets. Why else would they put the option in? [/quote] I agree. I'd rather have the subscreen back too.
[quote who="Maiden666" reply="1522" id="3611953"] (not just within a galaxy but in the entire 91 billion light-year diameter of the observable universe) [/quote] Huh? Age is 14.3 Bly (roughly). Diameter is twice radius. "29 billion light-year diameter of the observable universe" is actually believable. 91 sounds like you're implying a disconnect from our reality, which is not good for suspension of disbelief. <
[quote who="Gaunathor" reply="1521" id="3611813"] RaceConfig.xml: Terran Alliance: I've changed them back to Neutral. Drath Legion: I've changed them back to Good. [/quote] Terrans should be neutral. The only Good Drath is a .... [ahem] I do not find the storyline argument persuasive. Okay, they repented of something. Repentance does not change the nature of the sinner. Btw, what's
[quote who="Spinorial" reply="1454" id="3610686"] Quoting Gaunathor, reply 1445 Quoting Spinorial, reply 1432 "organic based" to organic-based Is "based" really necessary for this? Wouldn't just "organic" be enough? Or am I completely misunderstanding this? No, you're completely correct. Organic is synonymous with carbon-based, making the above a tautology. With so much stuff to correct, I was actively steering clear of the game's ps
Whew, thanks. Here's another question. Two different techs may have the same internal name. E.g. most tech trees have a Space Militarization (SM) node. Thalan tree has a node called Defense Industries (DI). Internal name of both is 'SpaceMilitarization'. N.b. that the bonuses from DI and SM are different . Now suppos
(re: Improvements Editor) Improvement ArtificialSlaveCenter ( Artificial Slave Center ) promises +20 Military Production. But there is no Bonus defined for the tech. I could fix it because I know what the bonus is supposed to be. (Or is there another consideration here?) Improvement GalacticExhibition ( Galactic Bazaar ) promises a 50% increase in something trade related. But there is no Bonus defined for the tech. Fu
GA is an improvement, not a tech. You obtain the trade good by building the improvement. There can be only one GA in the universe. Once built, the thing adds +1 speed to all your ships. (The bonus won't show up immediately, but on the next turn (or two).) Trading the trade good to another race gives the same speed bonus to that race. Personally, if I built it I'd never trade it. Speed is life. There is no imperative to build a GA unless yo
[Never mind. I'll start a new thread for this.]
Yah, I hate the 5 Parsec and Jagged Knife events. I will often back up and re-run the last few turns since the events aren't fixed but random and will seldom recur. Now, with 600 worlds on your map, the 5 Parsec event shouldn't make all that much difference. There will always be something going on, even at a slow pace. But with Uncommon/Tight/Immense, it could be as maddening as real interstellar warfare. Launch a fleet and it
I think it rather depends on whether you can hold the planet once taken. So much depends on speed. If you have superior speed, then you can sneak Transports in to attack planets while the enemy warships wallow around. Likewise you can pick off enemy Transports come to re-take them. If you don't have superior speed and don't think you can hold the world, and have a vindictive mindset, then try scorched-earth tactics. In extremis , destroy the colon
Remember that the advanced forms of government yield very substantial economic bonuses. If you're playing the Community or 2.20 tree, then the higher Administration levels have the same economic effect as Republic/Democracy/Federation of the other racial trees. Also remember that you can take a big Economic bonus as an initial Ability.
[quote who="admiralWillyWilber" reply="119" id="3613691"] This prevents the Ai from spending to much on espionage. The Ai will otherwise spend to much on espionage and not on otherthings. [/quote] Good. So far I haven't played a full game without the old raceconfig files (so not the total experience of 2.20), but I have to say that the net effect of the tweaks you guys have made is excellent. E.g. another perversion - building way too many Farms - seems
The last install all the AI races built Beams. This time they all build Missiles. Nobody builds defenses. Is it too much to ask that races behave differently? s/ King of the Gun
Ah yes. No effect on the current game, but a new game shows Logistics correctly. Tech tree is a little different too. Really, this is something that should be done automagically at install. Thanks for the help.
Boy (or whatever)! You can say that again! Yes, of course, I've played Thalan on this computer. I've played all the races and a couple of my own. I've played GC since the early OS/2 days and this is the first I've heard of .raceconfigxml. (Actually, it's existence may explain why I can't seem to get rid of my Yor-based custom race.) You suggest that .raceconfigxml is not being overwritten. Do you mean that 2.20 installa
Thanks for the explanation. While I understand the thinking behind weakening SBs, seems to me that the real fix would be to remove the tumor from the AI's brain: de-prioritize SB attacks. Starbases are rarely determinate anyway. (Likely easier said than done if the AI doesn't distinguish Fleet from SB, though.) I haven't accounted the Repair effects, though I will note that even if they are effective, there will be a net change to the viability of
The stand-alone GC2 UE update was available in my Account. (As was the Steam note, but I hate Steam and don't use it. I can't recall a product with a less user-friendly UI.) Downloaded and installed 2.20 in a new location. All the options that I had selected for 2.04 were in effect when running the new version (one presumes that they are saved in ProgramData...). Reset to No Mods to see what Stardock has did. Very nice changes overall. Not the le
I've played the recent mods extensively. In general I like the Farm mods, but I do wish they were deletable. The AI loves to drop them on bonus tiles. Also, is the Yor super-ability speed limitation changeable? 3 speed is just too slow.
> "The only thing that I don't like about the Jagged Knife the computer doesn't know how to play them." Yep. They are made the size of a major civ, then played like a rather stupid minor. Further, they aren't even consistent. TA, Huge, Painful - I was playing Korath and starting to do pretty well. JK took 32 worlds - 16 of them mine - and should have been in a strong position. My lost worlds were pretty
It seems to me that even OPP farms don't solve the problem of managing super-tiles. And too bad you can't key a farm build to planet class. I (almost) never build a farm on a planet of Q Is there a way to key the moral bonus assigned to a
Here's a question: When a new minor (e.g. Vegans) comes in, it has all the player tech. Are those techs susceptible to trade to AIs?
IMO, the occurrences described are rare enough that they don't merit "fixing". Besides, one could legitimately argue that a world conquered multiple times *should* have infrastructure problems.