Please, if you report a 'problem' with the AI, make sure you play them at "intelligent" and this only happens at "tough" difficulty. Remember, if you play at the "normal" difficulty, not only is the AI only half playing against you (a lot of the subroutines are turned off), the AI is being penalized 25% of it's economy. Only at "intelligent" is the AI playing fairly against you. As for me, while I find the AI a good opponent, there are four
Kalin
The ship graphics are awesome but so far the battles have lasted only a second when they happen. How long does a good battle go on for once you get further into a game? Can they get really involved like a good MOOII battle could? Battles in the end game lasts just as long as battles in the beginning.
guess if we don't like the change we could just change the Logistics for the hull types in the GC2Types.xml. does anyone know if this works? thanks, Yes, it does work, I've tried it. It is VERY easy to mod logistics, now if only brad will say how he will change logistic technologies I can te
Military bases are a perfectly logical argument, imagine this: x --- x | -o- | x --- x ... where each X is a military star base (it should be a square if the ASCII art fails miserably) and the "-o-" as your planet in the center. This is a perfectly possible set up with 3 spaces in between each base. In this set up, a ship can gain 16 defenses in each category with very basic military research. Now, park a ship with 1, ye
Here's the problem: Good human players will literally go, eveyr turn, to every player and trade tech around. There's nothing stopping a human player from doing the same sort of thing. The tech trading algorithms are something I have put some attention to in this week's build so that it no longer does the rand()%great deal any
Jeez, let's not turn this into a flame fest, shall we? It seems the two of you see Moo3 as two different games. One thinks Moo3 is an anal retentive micro game (which it can be, if you decide to micro). The other thinks it's a macro game of "press the turn button" (which it can be, if you ignore micro). Both views are right, and after a million attempt to mod Moo3 to make the micro side better, I'd have to say that the micro implementation of Moo3 is
Check your empire statistics, did you gain the effects that the trade good give? As far as I understand it, the trade good is probably still on whatever planet that he built it on, he just gave you the effects that it gave him. Unfortunately you can't seem to give it to someone else. Makes you wonder what would happen if someone conquer the world that the trade good was on and it changes hands again, would he gain the benefit, would you lose it? No clu
Presumably somebody has to steer... rofl... yes, you see, the way these ships move is they have 1 million people hanging from the tail fins. There would be a captain who would yell out directions, and the people hanging off of them would do the wave with their bodies, thus steering the ships. <img src="http://images.stardock.com/gc2/T_
Oh wow... I can't even find my own posts through these forums without going through "my posts". I wonder if anyone can actually see this thing.
Or just research diplomatic techs and watch them offer all they have to you on a silver platter (in exchange for your diplomatic tech). Just make sure to sell the tech you traded away to everyone else afterwards because it's going to end up with them anyways, might as well make as much of a profit as you can.
It doesn't have anything to do with taxes. Rather, if you have less than 20% approval, you start to lose population (10% per turn I believe). It's just that after 60% taxes, the negative to approval goes insane, so that's why you see it that way.
To save money, unused military production doesn't cost you a dime, unlike social production.
Yeah, with this method, you can easily fill mars with 11 Bil colonist by adding a xeno farm and put the others to entertainment center. Just buy it, and shuttle people to it from earth. It has to be the cheapest strategy in the world to make a ton of cash on tiny planets, but it works like a charm. Even worse, it makes these tiny worlds virtually impossible to invade. The AI doesn't stand a chance when you resort to 'tricks' like these. Although, by f
The AI does not normally trade that mcuh tech. You can look in your debug.err and see for yourself. Most human players simply rarely trade. The AI doesn't trade tech that often? are you serious? here's a part of the debug.err from my recent game (v 1.0X large galaxy, 6 intelligent opponents):
@Ex Mudder: You are partially right, but you have to take into account the bonus for social production. Here's what I believe they are doing in v1.1. Here's the setup (numbers are nice and even for demonstration purposes): Planet A: 100 pp (production point), 100 rp (research point). Spending: 100% Sliders: 25% military, 25% social, 50% research. Civilization Bonuses: 100% military production, 100% social produ
You do realize this is the same game where, dispite your saintly disposition, you still kill every man woman and child on a planet when you invade right? Good and evil are kinda relitive terms in this game I'd like to think. rofl... <TABLE cellpadding=8 width="95%" align=center
Forgive the long post, but here are my thoughts on the points you guys brought up: Technologies... 1. The AI changes are promising, but what about games that still allows tech trading? IMO, if nothing else, I think this particular example game proves how valuable techs can be. I think the AI needs to value techs a lot more than they do now so that they don't buy them all off of one another (if you trade one tech away, in 3 turns all th
It sounds good, a lot better than before at least. Having massive production worlds was just crazy, you have to set social spending to zero and focus into social to build anything or buy it (counter intuitive and wasteful, but much better than leaving a ton of waste from social upwards of several hundred BC per industrial world per week). Though, in alll honesty, I still think research should be separate from social and military produc
Lol, to be completely honest, I avoid xeno ethics like the plague... I'd research technological victory before researching that. I find that the random events give me a thousand times more benefit than picking an alignment (planets that have 50% bonus to ships? are you kidding me???). Usually what happens is I play an 'angel' race (one who starts with 99 alignment, aka: altarians or custom) and then pick every beneficial evil event that I come across.
All I can say is... kill them, and take their size 15 planet. Do it quick before they become stronger than you are... lol. If it has only been 10 rounds you probably still have a chance. Normally I exterminate any 'new' minor races that pops up unless they are waaaaay far from my space because of the terrorist factor. A class 15 planet, with no defense is just waiting to be taken, not to mention that the planet will have a civilzation capital (no upkee
To stop size scaling, edit "GC2Types.xml" and remove all mention of the {SizeMod} tag. If you look in there, the constructor. troop, and colony modules don't have that tag, and you can check at 1000% miniturization if you want, but those never scale up. I suspect that the actual size of a module = {size} + {sizemod}% of hullspace. However, I haven't checked it too carefully, so the formula is probably off...
All I have to say is... sooo what? it's not like you have to play against another human player who's abusing all the Yor's uberness. Yes, it's not balanced... it's never balanced when you have 10 races who are different. Hell, anything more than 3 mirror images and you'll have some people complaining (This is probably why multi-player was cut out, balancing is a pain). It's a single player game, learn to love it, embrace the fact that you can own being
I've already gotten a terraforming semi-mod working (still in testing), the key is not to modify the 'planetary value' in the improvement at all, but to edit the actual planet that is generated (although it would be a good idea to modify the planetary improvement so that it changes the planetary value correctly). It's not completely ready, but I'll share what I've learned so far for anyone to tinker... The game has three values that determin
Just wondering, but I've been reading the various posts the mods have put up and saw some oddities in the prices for Galciv2, that puzzled me a little. Not really sure where to post these questions, but here's to hoping someone official could clarify. Ok, so here's what I gathered from the various price options: 1. The retail prices for Galciv2 is at $40, but according to the posts, aproximately half (some $20) of that goes to the retailer
Is that an option to turn jewelry off and show only certain types of components I see in the second screenshot? If so... I LOVE YOU (whoever did that). I love designing ships, and my ships gets really complicated really fast. It's just such a pain afterwards when you go to put the other stuff on, you know, the weapons/engines/etc... lol. *pray for the filter to make it in the patch* edit: of course, when I said turn off, I meant in the list of items below the picture. (It occured to m