[quote who="Franco fx" reply="50" id="3514713"] I hardly ever build military SB anyway, just econ and culture and I seldom get around to adding defense modules, If they are that critical I'll defend them with ships. [/quote] If this is a universal position among players it indicates that military SB's need an upgrade from Galciv II. Did people find them useful, honestly? If useful, efficient?
markmid
I agree given how the Yor play going for a mid/late game strategey, it might fit better to make Yor Xenophobic Opportunistic Only a more aggressive version of opportunistic (or xenophobic) in this case, so exploitative or isolationist for example. I hope there is more than one 'evil' or warlike setting and aggressive doesn't cover them all as well. Unless you can put in three settings as it were, as it benefits the Yor not to engage in
[quote who="admiralWillyWilber" reply="5" id="3514581"] Agree no air in their right processing would trade with who they are at war with. [/quote] A human won't but as I put in another thread, it would surely depend on what they were trading, and what race we are talking about. There are several factors to put into this to make it feel right. What the AI Needs is a sense of when it's at war, or at peace and what it's priorities are. Traders valuing
[quote who="suko258" reply="8" id="3514590"] Overall though, not many complaints. Beyond what I've stated, I found the existence of approval ratings for them to be somewhat odd. What need do the yor have for entertainment, and goods & services? They exist with purpose do they not? Working towards the aim of genocide is the very fulfillment of their existence and yet they suffer approval issues as the population grows and require the above mentioned to stabilize it. I
Let me be the first to say a big thank you.
Random would be good to make it less predictable. 25% chance either way: 1) You get them 2) The old race keeps them and moves them. 3) They go Pirate or Minor race independent. (50/50 chance). Each major race could have a minor race group things go into, or they turn into if they are defeated, or through rebellion events. 4) They blow up
[quote who="dragoaskani" reply="40" id="3514398"] Don't forget we also don't know what their creative vision is. IF they want starbases to be fragile, they will be so, period. [/quote] The obvious and pointless counter to this observation is the opposite. So tbh all we can do is speculate and give feedback, thusly the purpose of a forum. [quote who="Exa_Unique" reply="43" id="3514467"] How come everyone is against the idea
Oh this sounds a fun idea, especially as colony events form quite a big part of the game and setting up each planet or your strategy. It'd mean that you'd really be able to customize that new custom race's experience each time you play. Like it! :), the ideological tweaks too!
Hmm, (this is saareth) I read into it a bit and while the assets would make a game, you'd need to buy the license to make battletech games (I think?) to make the game, which would cost a lot more. Still I think there is enough knowledge of this game to do that and still make it work under your own setting rather than battletech, but you'd be on shady grounds with some of the models maybe?
[quote who="Gilmoy" reply="37" id="3514242"] Pointing out imbalances is one of the roles of a Beta, but not the only one, and its priority changes as the dev team passes major milestones. Right now, it's surely low(er)-priority, for the same reason you don't bother to fully tighten the first 3 lug nuts of a wheel while you're changing it. Trust Stardock to log every issue we raise, and eventually address most of them. Som
Also I can post again under this account awesome thank you :), I think all three are merged now. Can close this thread now, many thanks for putting it all together so I can access my old games.
When tech trading is off, how about all races have a mega event and gain the alliance tech after a certain amount of turns have based? Its odd but for me tech trading has always been one of the most interesting concepts in a strategy game, all the way back to MOO2 multiplayer on small maps. A friend sitting next to me would declare war on an easy opponent and all of sudden his face would drop as he realised what technology they now had facing him :). The only trick was to make sure I dr
Forced No I don't agree, there should still be a choice. However a negative modifier for refusing to help them in their 'hour of need' for good races or conquests for evil races might be a nice touch. However if we are talking about a defense treaty, again that could work. I don't see alliances as always being of a military nature, quite often for me they are more of a non aggression pact or trade orientated.
[quote] If it doesn't, it certainly should. [/quote] The exceptions probably being evil races whom you don't share a border with or races you have strong alliances with.
[quote] Isn't the counterbalance that they're very hard to flip with influence? [/quote] I'm waiting for beta 3 before I really try the yor, but in my regular DA games, 100% loyalty isn't enough. Is it enough in TA? Personally i'd like to see defensive influence techs reducing all cultural influence in a sector, making flipping even less likely or their bonus at around 300%, making it virtually impossible to flip or be flipped. 100% loy
[quote] Obviously they won't have cultural influence, or ever get flipped by cultural influence, or be a part of the United Planets, or any such thing that major races do. But it would be nice if they got a Korath-type AI. As such, minor races never have a distinct in-game personality - despite their descriptions, they all have the same generic behavior - spam freighters, build swarms of starbases, research wildly, yet build lousy ships, and then get exterminated.
Don't worry, I just rolled back the registry to when it was first installed, no need to apologize, regedit is always a bit risky when your going in somewhat blind. I can't believe I had not set 'view hidden files' back on, since my last format. Deleting that hidden directory did the trick. You might want to make sure all of that directory is being deleted when the program is uninstalled. One bug out of all this then to report: The program needs to be able to reche
Well i've gone ahead and deleted all references to Galciv2IDE using REGedit, now it seems I can't even get the installer to run. It gets right to the end of the loading bar, 'extracting' etc and then comes up with: The configuration data for this product is corrupt, contact your support personnel. It was a gamble but surely deleting all its references shouldn't have any effect if the product has been uninstalled? Bizarre it leaves any registry keys behind anyway... Aga
I've called for this ever since they were stopped from colonising. I prefer unpredictable games with more strategic variables myself. What i've always suggested is an option box to tick for minor race colonisation, even if it was 25%/50% the rate of majors. Sadly however its always fallen on deaf ears. I think the official stance is, minors should remain on one planet. Personally i'd rather have them removed if thats the case, as they just make the game easier from my perspecti
I was in the middle of downloading galciv from stardock and decided to install the map editor while waiting. I installed DA shortly after the map editor, from my CD. However when I go to the map editor itself, I see no option to set a map or tick the box for a DA scenario or custom map. I have tried repair install and then eventually uninstalling through windows and reinstalling the editor but I assume its stored a registry entry somewhere on my computer, saying DA not installed. <b
Has anyone listened to Nightwish - the poet and pendulum. Well I am just downloading galciv 2 DA from stardock central, I got an itching to play again and I can hear this tune in the background as I am waiting. The music from the very start of the song sounds eerily like some of the music I remember from the game or am I remembering wrong . Bizarre to have the song on at the exact same time <img src="smiles/Wink.gif" border
The extremely annoying thing is of course, you could mod in more races with the original game but with DA it became impossible , this always struck me as odd myself, seeings as more races were released but less usable.
Thank you, if anyone else has this problem just ask for serial codes to be sent to your email address. They were vastly different to those I received at registration, which I printed out, so i'm not quite sure what happened. Perhaps they were beta 1 serial codes? Anyway thank you for the advice.
Hey, first post and i've just purchased the game, I put this here because its long and I didn't want to clutter the technical feedback thread with what might be a stardock client problem. I've bought dread lords through the stardock client so I know the basics however I haven't been part of a beta before. I went to register the game after I purchased it, using the menu buttons, wondering why it wasn't showing up in the client. So I registered using the serial and sure enough it showed u
Thank you, I appreciate you trying too. You have saved me the headache of wondering why *smiles* Most other scenario's seem to transfer over okay from galciv - DA so there is no big problem on that end.