I used to love selling techs that AIs were researching because I knew that it valued them highly. Nowadays (with the mod) that doesn't work, so I rarely even look at the trading screen any more. One technique that is still with us is to offer an AI a treaty just before you attack it. (assuming that you're strong enough to make the treaty "of interest") Game over, btw. Lord Kona just had too much charisma for the lesser rac
DMF
I got a third one; all three are different. The latest for the Iconians (Good) is some sort of artifact from the Arnor. Lord Kona is curious, but may want to just kill them. Yor (R.I.P.) made the foolish mistake of attacking and his blood is still up. --- Re: AIValue determining willingess to trade. Shouldn't that work both ways? A high-AIV tech is good to keep, but it is also good to get.&n
"Speaker for the Buggers" The sequel to Ender's Game is Speaker for the Dead . Well worth the read,. I actually have my copy listed on eBay right now (the whole series, actually) if you'd like to save a few bucks. Item 281039875447 Mega Pirates. I got them last night, little bastards. My starbase
Here's one. Trying to place an Agent on a Korx Mercenary Academy causes instant program crash. Tried it three times, got three crashes. Here's another. No event (yet), just 100 Super Dominator Corvettes sitting in orbit of Drengi. "I don't need them!", says Lord Kona. "Go away!"
There's a problem with population limits? Sometimes the AI will build way too many Farms for the world to support, but I, Lord Kona, don't consider that to be a problem since excess population means low Morale means easy invasion (especially if your Soldiering makes the defecting population better than the defenders). If you consider that to be a problem, oh Speaker for the Buggers, I see the solution as making the AI go after better Soldiering. 
I'm playing Drengin now and I don't see a CEC. In this game I don't miss it. I think I'm starting to get the hang of this espionage thing. "Build an economy and they will come." One side effect of the AIValue inflation is that the races - because they generally can't trade - stay within their tech trees. I do miss trading, but there's something to be said for enforcing racial purity of essence. Btw, i
My take: Counter Espionage isn't all that great. Unless you have way too much time and money, you can't build CECs on all your worlds. They are most useful to protect a few high-value improvements, which you can do with spies. So the antidote to spies is more spies. Hmm.. Spy vs. Spy. Why does that ring a bell? " It's always been my experience that if you capture a Super Project while b
For Tolmekian about his 3.0 mod: * Why change Korx from Super Trader? That's his shtick. * Is it intentional that Yor tech tree does not contain HyperWarp? * My Move12 Constructors slow down to Move3 in Yor space. Due to Super Isolationist? Seems like a huge difference. (I'm not 100% sure on the location correlation.) * Setting the terraforming improvements costs to 0 guts the Neutral alignment. That was its main draw.
"Regular bathing wouldn't hurt, either." You neglect one of the few side benefits of vacuum. In space, no one can smell you stink. Here's an idea for a new tech or event: Smell-o-Vision. Transmits odors on a subspace sideband. Effect on Morale is random (and somewhat kinky) BTW, is there any way to change the skin on this site? X on black is damnably dif
Yes. Level 1 is 12 mp for 15; L2 is 12 for 10. Labs similar. Don't have L3 yet - they are very expensive to research. It is Aug 2230, Painful, Huge, Slow and I'm just getting around to putting a second Manufacturing Matrix on most of my worlds. I don't think I can use this game much, though, for evaluation since Tourism went nuts about a year ago and then at a UP meeting it was voted to "open up tourism", whatever that means. So right now my T
The text says they "have an advantage when building factories". Their factories are relatively cheap for the output, but until you get to high tech levels the maintenance costs are killers. Like 12 mp yield, 15 maint. oog! At high tech levels they are about the same as Industrial Sectors. Labs are similar. My current game the start was awful. I was only able to expand because I managed to trade for Traditional Factory and Research
Most of my experience is in DL. At suicidal levels the Thalans do indeed become monsters, and a serious challenge to the human player (which is good, I suppose) in the mid-game. I rarely encounter them very early so it's hard to say what they're like then. Their production goes off the charts, and I can't figure out why. I see no remarkable numbers like Economy +500%. If I take over their AI, the economy and research drop back to expected leve
[quote who="Tolmekian" reply="526" id="3293862"]Hi everyone! I never got around to were addressing the Thalan Hyperion Matrix and Torian Central Mine in an effort to curb the obscene advantage those races enjoy in the early game.[/quote] I just started a new game as Thalan (using your 3.0). I'd like to know how the Hyperion Matrix is such a huge advantage. After the HM, the Thalan can't build *any* production facilities until he plow
Region codes are for video DVDs. Data DVDs don't use them.
My reaction is that that depends on whether the AIs or unmodified config files changed between versions. File dates might be a clue. But I have no empirical data either way.
Thanks. Now, what about this hive of Agents? Anyone seen this before? Maybe a paean to the Matrix movies (you know, 50 Agent Smiths...)?
I'm on UE 1.97. I installed the mod in ../GalCiv2Ultimate/Mods in its own folder and selected it from the options screen. (I first wanted to put it in ../GalCiv2Ultimate/Twilight but there is no Mods folder there.) I'm running the binary from /Twilight, not the launcher. As I say, I do see it on a fresh game (using the mod), so it appears to be installed correctly. SaveGame carrying all its configuration explains why I don't se
Yeah, it's TA. I think what happened is that I did Interstellar Construction before installing the mod so it didn't give me the improvement. If Planetary Defense is in Tolmekian's mod, then they researched it after I installed. The thing I don't understand, though, is that OCC doesn't show in the tech tree, which should be Tolmekian's tree. One other disturbing thing I noticed while exploring the AIs - the Torian just fou
My Drengin opponents usually go for missiles, early and often. I'm not good enough to play Suicidal unless I cheat a little at the beginning. Mostly I hop the Flagship around enough to see nearby stars so I don't have to waste time hunting for planets. If I can stay anywhere near the AIs in obtaining initial colonies, then I have a chance. (Actually, I don't feel it accurate to call it "cheating" considering that at top levels the AIs
That might be true of the lesser AI levels, or maybe it's a TA problem. But when I played DL at very high levels, in the mid- and late game the AI would follow development in the most dangerous opponent tree with appropriate defenses. Sometimes it would be fighting a missile opponent. I would jump over to the gun branch and start building gunships. Not too long after, I would see AI ships with armor. This could also be that the AI is smarter than we e
[quote who="MarvinKosh" reply="501" id="3292644"] [It requires Interstellar Construction. The OCC works similar to the Hyperion Fleet Defense, but empire-wide, and it has some additional bonuses. [/quote] That would be nice, but it's nowhere in my (TA) game with Tolmekian's mod. No one can do OCC. I grabbed each AI and did to get the finished tree, then looked at what could be built. The Terran and Torian can do OFM and Hyperion Fleet Defen
Too bad Tolmekian's doesn't include the space weapon fix. I haven't played deep into TA (always seem to Ascend) but I don't see the AIs researching past mid-level. (I do use Slow tech, though.) Already fixed the nebula .PNGs. I wonder whether I could just remove the GFX folder (and the other empty folders in the mod)? "The Yor have the Orbital Command Center (like every race), " <
You say that this mod is based on MarvinKosh's Space Weapons Fix Mod . Does this mod include that mod? If not, can they easily be merged? Why the blank nebula .PNGs? I play with paths enabled and a black background makes the paths invisible. (Thank goodness that they changed the range circle display.) I've been pl
[quote who="MarvinKosh" reply="59" id="2898797"] *point point* I think this is the button you were looking for.[/quote] No "point" in that message. All I see is an image that flashes. Do you mean the Minimap?? Not nearly enough resolution. A full-screen Minimap with filter controls would be good, though.
Related: GIVE ME AN OPTION ON THE SKIN OF THIS FORUM. White-on-black at high res is almost impossible to read! Thenk yew. Thenk yew very much.