irrevenant

irrevenant

Joined Member # 4485844
10 Posts 29 Replies 10,370 Reputation

GalCiv2 is pretty close to perfection, so I wouldn't want to see anything added that changed the core gameplay too much. Stuff I'd love to see (ie. stuff I've actively missed having in GC2): An overlay that shows how far visible ships (friendly and enemy) can move in a single turn. It would make keeping out of enemy attack range much more manageable. The ability to add new races to the game rather than replace the existi

35 Replies 93,520 Views

What does the second level of extreme colonisation do? I colonised a PQ16 Aquatic world with only the 1st level of Aquatic Colonisation. The 2nd level says it lets me "fully utilise" the planet, but I seem to already have 16 tiles that I can use. What is the actual benefit of the 2nd level? Thanks.

1 Replies 5,072 Views

When you're building up a colony from scratch are you better off building the most advanced versions of the buildings to start with or are you better off building a variety of basic buildings first (to give the colony some self-sufficiency while keeping costs down) then upgrading from there? Thanks.

4 Replies 5,475 Views

[quote who="qrtxian" reply="15" id="2986991"] [quote who="dnzrx" reply="14" id="2986947"]Question: Is there an event that grants unlimited Logistics or something to that effect? Someone mentioned this on Youtube and I want to know if it is true?[/quote] QRTXIAN: Nope. There's an unlimited range event, but logistics will cap out eventually.[/quote] There's also a scenario you can play that gives you unlimited logistics. Haven't played it m

27 Replies 35,012 Views

[quote who="Sole Soul" reply="3" id="2987671"]Purely out of curiosity, how would you make the grid not "ugly"? Apologies for hijacking the topic [/quote] I've turned the grid on now. We'll see if I get used to it. Looking at it, the main way to make it less ugly would be to make it darker. There's a sweet spot between visibility and obtrusiveness and at the moment I think it's more obtrusive than it needs to be. The edge of the se

4 Replies 7,755 Views

I usually sink four spies into researching the Dread Lord civilisation, but I've been wondering what benefit I get for it. I can't see their Civ on the stats screen so I don't get any of the useful information I do when I use espionage against other races. And I never seem to steal any of their technology. I guess at level 4 espionage I get to look at their planets in detail, but other than that, is there any point? Thanks.

3 Replies 7,536 Views

[quote who="qrtxian" reply="67" id="2987434"]My own personal mod is largely like that (except that it does have colonizing minors), but I've never bothered to release it anywhere, especially since I think it overlaps too much with Tolmekian's and MarvinKosh's. [/quote] That would be brilliant, qrtxian! [quote who="MarvinKosh" reply="66" id="2987053"]Well that would be more along the lines of the mod I've been working on.[/quote] Really? &

722 Replies 1,778,216 Views

I notice there have been some truly brilliant mods developed that, amongst other things, correct the imbalance between different Civs. Some thoughts follow, none of which are a criticism of the nods in question but rather an exploration of possibilities. I started thinking about the underlying assumption: Do the Civs NEED to be balanced? Is gameplay worse if some Civs are intrinsically weaker than others? Or is it better - in some ways at least? A clu

5 Replies 7,809 Views

With Achilles Heel you can just lose and do the alternate mission instead. Unfortunately there's a later, similar mission ("Apocalypse") where that's not an option. :/ Achilles Heel is part of the original Dread Lords campaign and some gameplay changes introduced in ToA (or maybe DA) make it harder than it was ever intended to be. Specifically "tie rule #1: if in last round of combat surviving ship(s) destroy each other, the strongest ship still survives". <

16 Replies 75,181 Views

This is a very awesome mod. :) I was wondering: Is it possible to separate "Fix the stuff that's broken in ToA" into a separate mod from personal balance changes and improvements? Things like removing Ultimate and unique racial weapons, standardising the weapons costs across types, changing how starbases work etc. probably make for a better game but they also make for a much different game and it would be really nice to be able to just play an unbroken version of ToA

722 Replies 1,778,216 Views

I bought GalCiv2 a while back, and am no longer a newb, but still have a fair way to go to expert (I'm one and a half campaigns in). One thing I still find a bit awkward is ship movement. Is there a way to visually seehow far a ship can move in a turn without actually moving it? Similarly, is there a way to see how far an enemy ship can move on their turn? I'm dealing with Dread Lords and I REALLY need to be able to dance around just outside of their range. <

4 Replies 7,755 Views