TOV

TOV

Joined Member # 2493653
0 Posts 0 Replies 7,640 Reputation

I would like to see non-humanoid aliens. You might find this site interesting for insperation . Orion's Arm

102 Replies 48,928 Views

I found it earier to give the Drengin a big speed racial ability, and as well as some points in sensors or range (I believed I used senors). You need to micromanage your ships and avoid any combat unless you have no choice. I played that level by focusing on getting one ship to the sector. (The big ship with the custom name. I was under the impression that I needed to get THAT ship to the sector, not just any ship. It appears I am wrong about that, though.) I collonized worlds and build

15 Replies 7,403 Views

That gun is actually a mass driver gun, and is just used for decoration. You cannot use that gun on your own ships unless you have the required tech (the mass driver technology just after mass driver theory), and even then you cannot use it for decoration. I believe there is a mod in the library that allows you to place weapons for decoration, if you are looking for something like that.

5 Replies 2,041 Views

I was thinking more along the lines of "A secretive race that doesn't give a damn about the rest of the universe." Sadely, I doubt there is one like that. The yor AI is interesting though, and I never thought about using their AI.

20 Replies 12,582 Views

I can see what you mean, Starstriker1. According to the flavor text, that the Iconians have weak researcher, but apparently, the Iconian AI builds lots of research buildings. Does anyone know a good ai for a race that is really good at research, and does not like to deal with other races? I can take care of the research part with bonus abilities, but I'm stumped on the second part.

20 Replies 12,582 Views

Wyndstar, could you please go into more details about the AI personalities? In addition, do the personalities have anything to do with the +'s and -'s on the opponant selection screen?

20 Replies 12,582 Views

I have another request for one of the upcoming updates. If there is a fleet parked over a starbase, then the fleet will ALWAYS be attacked first, no matter what the existing formulas say. Either that, or allow starbases to join up with fleets, causing the fleet to become immovable unless the starbase is taken out of the fleet.. The first will be easier to add, but the second would add some strategic depth if you can get the AI to use it properly (not an easy task). I find this

400 Replies 127,487 Views

The conversations can always be changed by going into the Dark Avatar folder in My Documents and opening the custom race folder. Look for Generic (In your case, it might say Human instead of Generic). Change the name to whatever name you want. You can even create your own custom dialog, although to do that you need to also mod the conversation file. EDIT: I did some editing, and I found that this is not quite the case. When you select a different dialog tag, t

2 Replies 3,228 Views

If the planet is the only habital planet in the system, I often just remove the number, and sometimes change the spelling. (Midgard became Midgaurd). If there is two planets, I might add "prime" to the name of the higher quality planet. Sometimes I give aquatic planets and planets that have a lot of water tiles names like Atlantis or Oceanus. At times I get rather involved with naming planets. In the game I am currently playing, I had an ethical event where the planet I just colonized

14 Replies 8,156 Views

I noticed that in one of the updates, you added a feature where if you click to add money to a trade, the game automatically gives the most efficient amount that will make the deal work. In other words, the game tells me the minimum amount I have to pay, or the maximum amount the AI is willing to spend. This is a great feature, and I would like you to extend this feature to influence as well.

400 Replies 127,487 Views

I have updated my mod for Dark Avatar. You can get it here: Here After installing this mod, unzip to your mod folder. Then place the folders in the main mod folder. The English file contains everything in the original file, plus a few modest additions to make the Range Modules work. Place the English file in the data folder of your mod directory. New Starbase Modules - New attack and defense modules fo

3 Replies 4,947 Views

Whenever I invade some planets, the ground or scy is completely white or black. I looked in the GalCivII folder, and I at least two files missing: Invasion_Ground03 Invasion_Ground05 If anyone knows were I can find replacements for these files, I will be happy.

6 Replies 2,866 Views

+ Super Manipulator + Super Manipulator ability put into effect in the diplomacy screen, can easilly get players to go to war with one another. + Super Manipulators are massively better at getting other players to go to war with people who have annoyed them. Rule of thumb: Don't tick off the super manipulator player or you'll be sorry. Keep them happy. </t

39 Replies 53,116 Views

I think this will be solved in Dark Avatar. There are barracks there that add troops. Hopefully, these troops are used for defense and for filling transports, and the rest of the population is left alone. If you only want to take out military units, then only target ships. Reduce their military might to zero for a couple months and they will often surrender (m

21 Replies 12,814 Views

I sadly do not have the DA beta, but from what I read, it sounds great! There is one idea I have for it, though, that might make it even better. Don't worry: it has nothing to do with multiplayer, carriers, or tactical combat. I would like the constructor to act more like the space miner. The constructor would be destroyed to build the initial starbase, but after that, star bases can be upgraded like an asteroid mine. In addition, the player can still use up a constructor for an instant

4 Replies 4,122 Views

I would rather see the abilities toned down before you add penalties. Penatlies may make balance more complex, and possible harder to reach. Now, for my opinions. Super Warrior - To my knowledge, the first strike is only for the first round. For other rounds, attack proceeds post-1.2, correct? Super Isolationist - Instead of a fixed number, why not use a percent, like 50 percent? Super Trader - 2x trade is an improvement, but is still iffy because trade is not as profi

85 Replies 109,979 Views

I would like to know if the environment techs will be more spread out and less linear in the final version. I do not have the beta, but from what I read, the environment techs are linear like the other techs. From the previews I read, I thought they would be spread out to avoid rushing the environment techs.

10 Replies 6,764 Views