I've tried 2 of them back then. And while they fixed a lot of stuff, there still were things that seemed like not working as intended. For example some races were really easy to rush because they delayed far too long. Trading your techs to others could screw them in the following way: They see: "Oh this is better than mine"... build it and never upgrade it because they never get the tech for the upgrade. I'll just spend some time with DA and then see if I miss
AILST
Around half a year ago I got GC2: Ultimate which contained the two addons Dark Avatar and Twillight of the Arnor. Back then it wasn't even the question what to play, as ToA is newer and thus better, right? Well, after a couple of games I noticed there's a lot of oddities. The praised AI wasn't doing as well as it should. I went to the forums and read a really long-thread in the modding section just before getting into modding myself. What I found wa
I've once again come across odd or buggy AI-behavior in my current game. And once again I don't know if the mod has anything to do with it or not. Several of the opponent races (I have Spy-Level High in all their empires) have idle starports. They allocate resources to it. They have the tech to design war-ships. Yet they simply waste resources to build absolutely nothing. I think for some reason they just do not design ships sometimes. </p
The Yor, like all races have a unique tech-tree for their race. Getting Barren-Colonies much earlier than others is one of their special feats. Some others get Aquatic-Colonies just as early. Spies cannot steal techs. They are to sabotage their buildings by rendering them useless until a counter-spy is used. You can also just use them for intelligence or defensively if someone blocks your buildings. (The AIs usually gang up against whoever is dominant with their spies
Download only the last Version. It is a Zip containing a Folder called "SWFix_ModV". Extract that folder into the Path_of_your_GCII_Installation(Default for Steam would be Program Files/steam/steam apps/common/galciv II ultimate)/Twilight/mods folder. (Create the mods folder if not existant). Then ingame you should be able to select the Mod under Options Mods. After restarting the game the Mod is active for all newly started games. I also had to download and in
The game just crashed on me with this mod when the Iconians built the Restaurant of Eternity-Wonder. I will try if I can play on from the autosave or if it will crash again. Did not happen again and most likely was caused by something else, not the Mod. To the mod: The start feels pretty slow so far but on the other hand there is no way to rush the AI nor is there any possibility that the AI researches relatively useless techs instead of important ones.
The goods ganging up on the evils has always been the cause since GC 1. Since in GC 1 there only were 5 opponent races and you could not change their alignment, it was way easier to just go good yourself. I think in GC2 it's the same to some degree.
Terran AI is 8 right?
Maybe the AI can see what it will get from a tech and seeing that they will get 3 weapons from this one tech makes them far more willing to get it soon. Have you seen if they get stuff like Xeno-Ethics before that still? Well, I'll just try it out to see it for myself.
Considering I tried to rush them with just transports and 2 1-attack Tiny-Ships when they did not even have space weapons the corvettes they got weren't crappy at all. Infact it stopped my rush that I counted on working and invested a lot in. It's a little odd they just get these ships out of nowhere.
The AI in that mod researches a lot of stuff before even getting Weapon Theroy. (The oddest I have seen was Xeno Ethics which really takes a lot of time to research.) But the ones who got Weapon Theory would also get the next level really quickly now. For some reason the Drengings whom I attacked 1st got 2 "Dominator Corvettes" from dunnowhere. o_O They did not have Weapons Theory at that time. @MarvinKosh: Pushing Invasions further back the Tech-Tree sounds like a very good i
Okay, then let's split up in testing. I will try the attempt of leaving away the weapons for Space Weapons but increasing the AIValue for the Theories. I will of course test it on a rush-type map.
Well, I guess it all depends on the circumstances. Someone who just plays on gigantic maps might not have these issues. But I like smaller maps too and don't want the AI to let itself be invaded that easily. In my last game (random everyting but galaxy size and tech-speed) there were very few colonizable worlds and the Yor beat me for one of them by 1 turn! So I get only the most basic stuff and then go for weopons and Invasion. They had Space Weapons researched wh
[quote who="bbr91" reply="463" id="3195707"]Can you please do that now? Or tell me how to do it myself? Where do I get these basic weapons from?[/quote] The ship modules are in GC2Types.xml It is pretty straighforward. Just in the example I posted above. Do the same thing for the basic Rocket and the basic Laser , change Tech Requirement to Space Weapons and then make it a little worse by increasing size and cost. (I would not increase the size above 16 tough since otherwise y
Well, yes, it does. But I thought that since the original game was designed that way anyways, it would not make a lot of a different. What I found interesting and strange in my last 2 games was that all AIs would go for the same weapons. Or at least it seemed like that. But it was a different weapon-spec between the two games. I will probably make 2 the two other weapon-types like that as well so that not all AIs will think they need only Mass-Driver-Defenses.</p
[quote who="bbr91" reply="456" id="3195279"]That happened in vanilla or using Tolmekian's mod? Either way, it wouldn't be the weirdest thing...[/quote] It happens in the mod and I can even tell you why: Tolkmenian moved the Particle Beam's Requirement from "Space Weapons" to "Beam Weapon Theory". Pretty logical thing to do from a players point of view. However, the AI thinks that once it has Space-Weapons it can make ships for defense.</p
Only worlds with enough population generate any income to speak of. So building tax-centers on worlds that you just colonized is kinda wasted for as long as they need for their pop to grow. When there's only few worlds to colonize, make your home-world your tax-collection center by building the Economic-Capital there. The game makes you constantly balance your income vs. your expenses. It is the best idea to specialize your worlds. But that is not always po
I've observed another weird thing in my current game: I have a spy-level of "High" for the Drengin. So from time to time I check their colonies. The colonies themselves are nicely built. But they were producing nothing but scouts every turn. And they have military-tech enough to build real warships. They just for some reason decided to crank out scouts. And by now they finally make warships again and have obviously scrapped all their scouts they have wasted that mu
While I am not 100% certain if it is caused by the mod but for some reason I am "Teamed" with the Drengings in the game I started after instelling the mod. I myself playing Torian. If you can say for sure, it's not the mod, what other circumstances may have caused this? Started a new game just to try and see: This time it's normal and they are neutral when I first meet them. Still very weird.
Am I right to assume that this mod is kinda a must have in order to enjoy this game properly? Or has Stardoch fixed anything themselves for the Ultimate Edition?
Next game was on a really big map... I had no clue about how to deal with that in the beginning and went broke. My economy has recovered since then but the Torians are so far ahead of anyone else that I take their win for granted. I'll play it out to see how they will win.
The only things I had not set to random were research speed (normal) and difficulty (tough). So what I got was a medium galaxy with only 2 opponents. Habitable planetes were extremely rare but anomalies were extremely abundant. I as Terran started in the middle of the galaxy while my 2 opponents Arceans and those extra evil Drengins started in the corners. Due to that layout I could add several more surveilance ships. I found so many bc-ressources that I never
-One of the Thalan Medium-Hulls is buggy, when I attach a module, it will appear on another position and is not removable other than using the "clear"-button. -When tech-trading is set to "off", opponents will still say "You are to poor to pay for our peacekeeping affords, so we demand a tech." Actually they are content with almost no money and no tech at all. -In my recent game the terrans started as brain-dead and did nothing but letting themselfes be conquered once someone had the app
I think the problem here, is that stardock was overly sufficient with believing, that their "Intelligent" level would beat 90% of the players, which I think is wrong. There are many slowly scaling lower difficulty-levels and only 2 above Intelligent. Look at Civ 4, there's only 2 Levels below Regent but a big bunch above. 5% Bonus to the AI, 10%, 20%, ... it scales smoothly upwards so anyone can find himself a suitable level where he has exciting games. In GC 2 there's jus
No Textures for non-english speaking people are intended. You can, however, trick this foreign-discriminating-mechanism by following the instructions in the thread linked by the above poster of myself.