Vox_Imperatoris

Vox_Imperatoris

Joined Member # 1129452
1 Posts 5 Replies 4,959 Reputation

I like the idea of the sovereign being able to pass his essence down to his children, but with a catch: he must do it before he actually dies, or it is lost. That way, you can gamble: do I put the entire essence in the sovereign, split it 50/50 with a chosen heir just in case, or put 1/3 in the heir, etc.?

37 Replies 80,716 Views

[quote who="GW Swicord" reply="64" id="2378275"]Deleting the FamilyTree files is definitely only a partial fix. I'm getting pretty inconsitent functionality across sessions and cannot access any menus in the game, so I can't try a re-start and load to see if it gets me back or finally into a more functional state. The oddest variations are in whether or not I can even attack a wandering monster (sometimes I just end up sharing a square), whether I can build a town, and whether I ca

89 Replies 272,078 Views

I think they should be implemented as a more orderly evil race (although I'm biased, since I hate playing the forces of chaos), akin to the Lawful Evil D&D alignment. The "Let's burn the village and take all the women!" kind of evil should probably be left to the Beasts. Or, now that I think of it, there could be multiple factions of Fallen, just as there are multiple factions of Men, and these factions could range from the heartless efficiency and unforgiving disclipline of Orderly Evil

20 Replies 12,950 Views

The way I see it, the player should definitely lose if his avatar dies (and in online games, human players will get a popup telling them they've lost). The problem is what to do with the AI to keep their cities from magically disappearing. I propose having their cities still function at normal capacity, but with no magical help that would have beem given by their rulers. So that way you still have to go back through and take over their cities and powerful units a la the last chapter of Lord o

218 Replies 492,684 Views

The AI diplomacy system needs to be upgraded, and I second the idea of having all players start out at a ceasefire, not war. Also, the pirates can easily be fixed for everyone by having them be adjustible in strength, so if you like lots of pirates, turn them up to masochistic difficulty, or if you only want a few pirates who are a minor annoyance, set them to cakewalk. A more intricate solution would be to also have an option to adjust their AI behavior between having them be the suicidal merce

1,040 Replies 559,112 Views

It is not an issue in IE, but the strange thing about it is that it didn't start when the new forums were first uploaded, but for no apparent reason just a few weeks ago.

14 Replies 8,219 Views

I know that this really isn't Stardock's fault, but I was hoping someone could help me with this anyway. When I try to run Internet Explorer, no matter what website I go to, I encounter a 403 error. Normally, this wouldn't be a problem because I use Opera, but desktop programs like XFire, GPGNET, and, worst of all, Stardock Central also encounter 403 errors. I was hoping that someone could help me with this because I need to update DA.

2 Replies 2,922 Views

I don't really enjoy the Gal Civ 2 Campaign, but I like the story so I was wondering if someone could explain what happens in it for myself and for anyone else who doesn't want to play it. If you can, I would really appreciate it.

14 Replies 14,360 Views

The mind control center is a known issue since 1.0 (the effect is not in the game, so it defaults to granting a 100% economy bonus--very handy in it's own right). Thanks, are there any known plans to either fix it, or change the text? (Preferably the former though.<img src="http://images.stardock.com/gc2/T_DL/smiles/Wink.gif" border=0 ALIGN="absm

7 Replies 5,648 Views

There is a bug with the Mind Control Center for evil civilizations. It is supposed to make other civs more likely to culturally convert to you, but I have seen no effect. Also, the Secret Police Center is useless as it gives only a 20% happiness bonus to the planet you build it on.

7 Replies 5,648 Views

I was thinking, maybe for 1.3, the developers can add a button that resets a civ's abilities, and one that clears all custom ships for all races. For example, you're playing as the humans, and you change your abilities, since the abilities are set up by default in a way that's immpossible to duplicate by using custom abilities, you can never reset them. If there is a button that does this, sorry, but I've never seen one. If you think this is a good idea, please implement it in the nex

6 Replies 5,008 Views

I was thinking, maybe for 1.3, the developers can add a button that resets a civ's abilities, and one that clears all custom ships for all races. For example, you're playing as the humans, and you change your abilities, since the abilities are set up by default in a way that's immpossible to duplicate by using custom abilities, you can never reset them. If there is a button that does this, sorry, but I've never seen one. If you think this is a good idea, please implement it in the nex

0 Replies 1,699 Views

I just thought of an idea to give more use out of low class planets- a Mining Improvement. Instead of adding to production and research on the planet the improvement is on, it boosts production and research on another planet in the same sector. When you first build one, it will generate a special ship called a Mining Convoy that you send to the planet you want to be boosted. To balance it, it a mine would have pretty high maintenance costs, but would give a percentage bonus to the pro

5 Replies 53,720 Views

Yes. But that's a player loss. There is no AI win, as everyone is saying. Just you losing. And yes, I've lost a cultural war Thanks for the intelligent response, and just to be clear, I know that's a player loss, I wanted to know if it could beat you other than millitarily, and my question was answered.

20 Replies 11,722 Views

MonkeyMan, you're a tard. WTH was that for; I just wanted to know if someone had seen the AI win another victory than by killing you.

20 Replies 11,722 Views