In an interview Brad said they didn't make any money from the Galactic Civ games. It didn't say exactly why but it sounded like something legal that left a bitter taste and I speculate it may have taken away their motivation to finish Twilight up. I have no idea if they make any money from it's sales now but it does seem to still be part of Stardock. Between Twilight and Elemental it seems like they had some team members that really dropped the ball for a while but the
Tiokon
I wrote an insanely long reply but decided to delete it. I've tried several mods out now and they are all more robust than the stock AI. There's no room for arguement there. Twilight unmodded shipped in a broken state and it's AI is still too weak/full of holes to compare with the mods. I'm in the process of trying to determine which mod is the most robust but that's a long process when a game is made to be long. I know y
Yes, how the tech chooser works as well as other info that could save you guys a ton of trail and error testing time and give the best possible means to really take the game to high places. I suspect that guessing how stuff would work may have become a sort of mini game in itself. Modders working with a company can lead to official patches being easier to make happen that incorporate modder's best efforts. Consider all the fixes you guys have come up with. N
I just finished reading the twenty-six pages of this thread and Wow! This is a great modder community! Friendly and cooperative. I've seen mod communities that were outright hostile and jealous to the point of driving people away and destroying their games. This community is refreshing. I'm a little at a loss for why Stardock doesn't cooperate with you guys more. I really like Stardock on some levels but this is a big oversight. The amount of effort into testing you guys h
Yes IotaZero, only the evil races get improved weapons. Only good races get improved defenses. Neutral gets neither but does get other sorts of benefits.
I've run into some weirdness with your mod v3 Tolmekian (using smart minors). The major AI's make some constructor ships but only use them to make influence star bases. None of the 9 major AI's in the game have set down on a special resource anywhere in the galaxy mid way through year three which was enough time for me to take all resources in the largest galaxy starting from deep in a corner so they've had lots of time. The AI's are set to "tough" level so
Thanks for your work Tolmekian and all the major modder crew! My friend group picked up the game early on and immediately dropped it when we all realized in our first games that there were AI's with military ships with no weapons. Entire races with fleets that were nothing more than target drones! This one flaw left no point to playing until fixed. We assumed it would be done immediately but dropped it until then. I checked a few years later and was shocked t
One question. Does your mod address the AI personality flaws that Tolmekian mentions? Example: Personality 7 ending up not colonizing much. You, Tolmekian, and the major modders are the saving grace of the game. Without you GC2 is a pretty paperweight. With you it's the best space 4x ever. Thanks for your work. Brad should hire you guys to finish what he starts.
I'm not saying it will make a difference but you might want to go the final mile and delete the game and reinstall it. There is some game history of baggage from past versions causing grief in the current version. It's hard to spot the culprit but things can get twisted if you have played the current version even once with old factions, sovereigns, or saved games involved so sometimes it's best to be sure and nuke em from orbit...
I don't know if it will make a difference but since the start of beta I've always deleted all custom races, sovereigns, and past game saves with each patch or update. I've never had any crash problems while I've known others with the same/similar hardware that didn't take the same measures that did have problems. Maybe you already took such precautions. If not it might be worth a shot. You can always move the files to some temp folder to test if you a
Not sure I posted this question in the right place before so reposting here... Why goes Gamestop list a later version number than the downloads page here at Stardock for Galactic Civ Ultimate Edition? Stardock has 2.04.017 and Gamestop has 2.04.019. I would have thought the most recent source would come from Stardock directly (and I hate dealing with Gamestop). Is the Gamestop version somehow specific to them but not more current? They are different file sizes
Why goes Gamestop list a later version number than the downloads page here at Stardock for Galactic Civ Ultimate Edition? Stardock has 2.04.017 and Gamestop has 2.04.019. I would have thought the most recent source would come from Stardock directly (and I hate dealing with Gamestop). Is the Gamestop version somehow specific to them but not more current? They are different file sizes too (Gamestop's being listed as larger). Which should I be using? 
Sweatyboatman I think we are in agreement. I may have miscommunicated my point if it sounds like I think creating a great player level AI is going to happen. I think it would be well nigh impossible short of artifical sentience. I agree with all that you said except that I think it is far harder for a programmer to program something they see on Utube if they don't play at that level themselves. It's one thing to see someone use a strategy but it's anoth
Not all AI's are equal but AI can never be stronger than the weakest link between the maker's programming skill, playing skill, and motivation focused on AI development. It's rare to find those three attributes in one person, and it has to be within one person to work. --An awesome programmer can't make algorithims at a world class playing level if he doesn't understand how to play world class at an instinctive level, not just hear someone talk
Droghar, I've never beta tested or played at lower than Challenging. Neither me or my one buddy that plays have ever had less cities than the AI's since the start of beta by turn 50. The irony here is that many of the AI's are pushing reckless expansion themselves. They just aren't great at it but they start up any city they can. In games where the instant build queue bug doesn't pop up some nations will have no buildings in their cities for ages as they pu
I am an expansionist in 4x games myself but I'd like to see expansion be a strategy, not the only strategy. Currently the only deterrent to expanding is that population growth is split between your cities. Even then you don't lose growth, just spread it around. This inconvenience is minor compared to the benefits of reckless expansion. Overall growth actually improves through growth methods at extra cities such as the growth enchantments and
Way to go Derek and Sarah! Where to get these fixes? or are they in an upcoming patch? As far as I can see 1.00 is the only official version at Stardock atm. Stardock Central isn't showing me any beta options either. [e digicons]:grin:[/e]
Couple questions for the OP (and others confirming this bug): 1) Did you see the Great Mill in queue with lots of turns remaining before the reload? I have seen the announcements not always take place when something wonderful gets built but then get announced when starting up the game. I'm not saying a bug didn't take place but the more details we have the less likely we are to waste developer time chasing the wrong ghosts. 2) For everyone seeing entire q
I'm having similar problems in tactical combat. During tactical movement the movement animation will get stuck before it finishes the move. That unit will just walk in place and never stop. The game isn't locked up. Only the completion of the move is stuck. I can auto resolve but nothing else. =(