I agree with the OP that tech trading on and off are both extreme and suboptimal choice. To be honest tech trading has been always a problem with GC2, when i remember that the game was totally broken due to that single feature until now where we can turn it off and in any case it has been a bit balanced. While no tech brokering would be a really nice option, i don't think that it would be as good implemented as in CIV4, because normally in CIV4 races(civs) are a lot more picky in trading
marioflag
The topic title could be a bit misinterpreted as a whining, but in reality i'm really excited about this new exp pack and having race differentiated by different tech tree and planetary improvements will surely have a deep impact on gameplay. What i'm wondering is if also in other minor game features, races will be different: -Will some races have planetary invasion tactics that other races don't have? -Will some races have more espionage options?......(will espionage be more th
Thanks for the response, Kryo and LogicSequence..........as others said my only wish would be to have HRGM fully incorporated in TotA as a game option so that it would be fully compatible with Metaverse.
LogicSequence i have now seen a preview of ToA and noticed that for the expansion pack, planets look and surface are a lot better.So i wonder if your High Resolution Graphics mod has been incorporated in ToA, if yes what does 2.0 HRGM is going to add.
Civilization is the best TBS i have ever played.The last expansion pack adds lot of new features and IMO is a must buy if you like civilization4. If CIV4 after 2 years remains a good game?There are no others TBS games released(not considering wargames)that are remotely as good as GC2 and CIV4, I wouldn't certainly miss this game considering you can find it also at a cheap cost.
I'm an owner of GC2 and DA and while both games are really among the best TBS games i've ever played one of the things which really pissed me off was that tech or planetary improvement description in both games were often overlooked, so for example description of the Warp-Drive engine was "Vroooooom" which totally destroyed immersivity for me. I wonder if in TA those hurrily made tech descriptions are replaced by descriptions which are more sci-fi giving you more immersivity in the gc2 world
Unexpected but excellent news. The lack of polish both of Galciv2 and DA (mostly, minor races sharing same portraits, tech tree and tech description uninspired )was what really pulled out my interest on both game and expansion even if they were really good products. Making further distinction between races is another think i really appreciate, instead of adding more races which are more similar to others. This new approach of improving already present feature and polishing the game
What's Heightmap?
I would reccomend to buy civ4.It is a lot better than civ3 under any point of view, warfare,diplomacy,economic model and so on.Considering that civ4 will get also a new expansion in July which expand even more gameplay you'll get probably the game which is more near to the jewel which was SMAC.
I would like to see some graphic improvement. 1)New Minor Races portraits 2)new planet textures I would also like to see better description of improvements,techs, and so on, some text about races background. About game features, i would like to see tech blueprint trade instead of tech trading and Minor Races ablòe to colonize all their solar system planets
You are absolutely right.
Wouldn't be better if Pirates gets zillion of units which are not so overpowered.Also for flavour it is unexplainable to see these uberships coming from nowhere!
I'd agree that the UI could be more informative. A lot of the forumulas and math for GalCiv2 are "interesting" and it's often hard to figure out what's going on. But, I'm also more of a "feel" players - I don't like reducing games like this or Civ IV to a mathematical exercise. Regardless of how the math works out, it's usually pretty obvious to me whether I'm doing the right thing and winning or losing. I would have to disagree about starbases. 4 per sector i
You should have a raceconfig.xml also in your mod, so you should change portraits in your mod folder, otherwise you should change GC2 raceconfig.xml
I also agree with the OP. It is since GC2 was released that the documentation is awful.Also now after 1 year playing the game i have a lot of unanswered questions about game features, and this is not good considering also that adding some description text in game wouldn't take so much time!
Would it be unimplementable if superdominator instead of givve zillions of corvettes gives core ships already discovred through techs?Clearly these core ships shouldn't be the most powerful core ships available but at least shouldn't be the crap corvettes!
I would add that one of the weakest point is Spore Ship by Korath AI and AI whiich is unable to defend against it. In my last game as Torians while i was annihilated by Korath, i was able to destroy a lot of Spore Ships because they were all unescorted.Other AI were also too much liable to lose planets due to Spore Ships they simply didn't know how to defend from them. Other points i have noticed is that some AI civs are really bad Korx particularly sucks.So some AI civs should get
what are templates?are just saved ships or new personalized hulls?
It makes the planets of the civ in question considerably less likely to flip when they do get over 4x alien influence over them. But how can i see loyalty effects?In the case of Yor which have 100% loyalty in game how is it implemented? I assume that there is a chance per turn that your planet flips as soon as 4x foreign influence is reached. Does it mean that chance per turn to flip Yor's planets is halved by two, or does it mean that foreign i
I can only drum up one request right now: 1) A bit more ability to customize player-made races. Specifically, being able to REMOVE points instead of always having to add. I would like to make a custom race that, say, is an industrial powerhouse but suffers a penalty in research. Smegma i had the same request, BTW i have done it modding raceconfig.xml and yes races have a lot more feeling. I have made for example a penalty to loyalty for Kor
Loyalty description says that this ability make your citizen less liable to foreign influence. In the case of Yor which have 100% loyalty does it mean that: if 4x foreign influence is needed to flip a planet, to flip a Yor planet i need 8X foreign influence, or Loyalty functions in a different manner?
Unless i am confusing something it says that the ships which are outside my support range remain in stasis and i can not move them.
I also find that defenses are now nearly useless and researching them is not really worth.I also agree about the other issue that using different defenses on a single ship is nearly useless so it's better to focus on a single defense on every ship. But I don't think the problem is game mechanics, because also if they deplete during combat they can be useful at a right cost. IMO as some other people suggested defenses should give an higher defense probably doubled or should cost a lot les
I really like the feature that some civs gift you units when you are in war with a civ they hate, but there is a real problem about it, they gift you units often in distant territories outside the life support of your planets. Could the AI be able to gift you units as soon as they are inside the range of planetary life support, because this feature now is simply useless or worst you have to pay mainteinance for units you can not even use.
LogicSequence playing now with your mod has improved a lot my games, i have particularly appreciated the fact that Racial core planets have unique terrain, it gives the game a lot of flavour.Toria and Altaria are particularly pretty . I have just one question are you planning to make new terrains for other planets in future versions, so Planets will be a lot more differentiated than before?