[quote who="Gaunathor" reply="16" id="3304284"] Quoting MabusAltarn, reply 15If I add SlaveLab as upgrade target to the Xeno Lab there's a slight chance the Drengin will upgrade their slave labs to Xeno Labs instead of their next Slave lab tech. Actually, if you did that, the game would get stuck between turns, as soon as anyone finishes researching Xeno Research. I experienced this first hand in my pre-beta version. At that time, I had Temple (Altarians/Drath)
qrtxian
[quote who="MabusAltarn" reply="8" id="3303054"]Yeah, I think Tolmekian included it in his 3rd version of his mod. Qrtxian, I'd like to include it as well if that's alright with you?[/quote] Absolutely.
[quote who="Gaunathor" reply="3" id="3302880"]GC2_Conversations.xml It seems you only fixed a few of the problems with this file. I don't blame you. It's a lot of work, and I still haven't ironed out all the bugs myself. The biggest problem with the file is, that, due to coding errors, the entries are either not used at all (resulting in empty transmissions) or generic ones are used instead of the correct ones. The best examples of this are the Krynn and Korath first contact
[quote who="Gaunathor" reply="590" id="3302322"] Quoting bbr91, reply 589I see no issue in that. The minors are intended to be treated as minors, they are good for trading and eventually conquering a good planet and that's about it. Maybe for people playing with colonizing minors this could be an issue, but for me the minors are good as they are now. I play with "smart minors" btw. The problem is, that, depending on what major races are in the game, the minors lose access to cer
[quote who="bbr91" reply="576" id="3300904"]Regarding the tech trading with the AI, I've found something interesting: https://sites.google.com/site/mabusraeen/extra/modders-resource/appendix-2-tech-trading He's got some other interesting findings. I've tweaked my AI values in the tech tree to better match what he says there, but didn't have time for a play test.[/quote] Wow, it's like the long-lost twin of my own modding efforts.
[quote who="DMF" reply="571" id="3300267"]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. [/quote] I'm inclined to agree. In fact, I'm not sure exactly what the problem with the AI and farms is supposed to be in the first place.
[quote who="DMF" reply="561" id="3296961"]BTW, both the Iconian and Korxian have supposedly discovered something that will make them infinitely powerful over time. Are these real now, or fake events like they used to be?[/quote] These were always real; the catch is that there's two different versions of them. The normal event version increases one stat of the affected race veerrrrrry sloooooowly, whereas the mega event version (which is distinguished by having a cutscene) increase
[quote who="DMF" reply="541" id="3295127"]You neglect one of the few side benefits of vacuum. In space, no one can smell you stink.[/quote] In space itself, perhaps. But in a little tin can where all air must be recycled? I shudder to think. ... How did this become a topic, anyway?
I'm pretty sure the Torians' early-game (and middle-and-late-game, for that matter) edge comes from their overwhelmingly powerful Super Ability, not the Central Mine.
[quote who="Gaunathor" reply="518" id="3293259"] Quoting DMF, reply 517Now, what about this hive of Agents? Anyone seen this before? Maybe a paean to the Matrix movies (you know, 50 Agent Smiths...)? Sorry, but I can't help you there. While I have seen this before, I have no idea why the AI is doing this. [/quote] I don't know why they do it, exactly, but it seems to be intended to let the AI in question instantly
As someone who went literally months between updates of my own AAR, I commend you on being able to write this so quickly while still keeping it interesting.
Possibly a stupid question, but are you sure that you didn't somehow actually set the AIs to Fool?
Actually, I'm pretty sure that spies being wiped out with the civilization isn't a bug at all. The "archaeologists", on the other hand, are.
I haven't noticed this, which suggests that your mod could have somehow caused it.
[quote who="dnzrx1" reply="10" id="3273482"]But there are two flaws in the mods I saw: 1.) No ultimate weapons 2.) No Military-Assist Weapons for space stations. I really want all options open and both have saved me in the past. Until I see BOTH, I will not download the mods.[/quote] I've been considering uploading a pure "fix the tech trees" mod, without any tweaks or personal preferences - just a pure c
I'm not talking about armed transports, I'm talking about a warship or ships destroying the defender, then the AI invading.
[quote who="nerdymidgetkid" reply="75" id="3268288"]Pleeaase update soon! This is the best AAR I've ever seen![/quote] As noted, I have no mouse except the inbuilt one, so I can't actually play GalCiv 2 or much of anything else right now. There's enough material left over for one, maybe two more posts, but after that there's simply nothing I can do.
[quote who="LTjim" reply="12" id="3235882"]I do not put any defense on the orbital defender, and try to fit it into a "tiny" hull. When I say "cheap," I'm talking serious low bidder contracts! [/quote] The obvious problem with this strategy: what if they destroy the defender, then invade that same turn?
I've only ever seen the Disease once. It's much worse than the Plague event, but it certainly wasn't this deadly, though it did put the final nail in the Drengin's coffin (and lead to the only actual revolution I've ever seen in the process).
They did upgrade them, though as I said they only used modules from the government branch. That prevents them from being any kind of threat, but it does suggest a possible workaround of upping the effects of those modules (of course it would have to balanced somehow with the needs of the human player).
In my experience, several of the AIs with base personality 8 - the Terrans, Drath, and Krynn - will develop influence starbases to some extent, and even put them in logical places.
I have never seen the AI use any modules from the "culture techs" branch of research, but I have seen them go beyond the first level with the modules from the government branch. Does your AI research those very often? I don't think there's much hope for ever making it into a serious contender in an influence war, but with certain races on smaller maps, it can make a good try at it.
It's been stated that if and when GalCiv 3 is made, the Korx and Drath will not be available as playable races due to the events of the DA campaign (though the Korx may appear as a minor race). While the Drath are not extinct as a species, they are no more as an organized civilization.
I still can't believe you named your leader "Goy Beorge".
Baiting the enemy into going after a C&C ship with lots of defenses can work very well, but there is always that risk that they will manage to kill it. Unless you completely outclass them technologically, in which case there's no real need for that kind of thing anyway.