Gaunathor

Gaunathor

Joined Member # 2472842
1 Posts 24 Replies 29,292 Reputation

[quote who="qrtxian" reply="249" id="3085023"]How are you getting AI 7 to work? I've been specially tweaking the Korath so that they can use Spore Weapons, but I long ago wrote off the default Drengin and Yor AIs as a lost cause.[/quote] As long as AIP 7 gets a decent starting position, it can be quite good. It just needs enough planets to build up a strong enough fleet. After that, it simply conquers all the other worlds. At least in theory. I'm testing on a medium ma

722 Replies 1,781,221 Views

[quote who="Gaunathor" reply="233" id="3082115"]The most ironic thing about this is, that AIP 7 is doing the best job when it comes to improvement building. It still makes facepalm-worthy mistakes, but is, overall, much better than the others.[/quote] Well, it seems I have to take that statement back. I've been heavily testing the Korath with AIP 7 today and they've been doing just as bad as the rest of them. Apparently they've been lucky the last time. On the brig

722 Replies 1,781,221 Views

[quote who="MarvinKosh" reply="236" id="3082587"]As far as adjusting AI use of improvements goes, the biggest impact is in the early game, because later on the AI tends to just auto-upgrade everything without bothering about doing something with unloved bonus tiles.[/quote] The only problem with this is when the AI conquers or flips planets, without having the necessary tech for most/some of the improvements. [quote who="MarvinKosh" reply="236" id="3082587"]Factories and labs

722 Replies 1,781,221 Views

[quote who="Tolmekian" reply="232" id="3081911"]Thanks for the kind words, Gaunathor.[/quote] You're welcome. [quote who="Tolmekian" reply="232" id="3081911"]I vaguely remember coming across the Life Force Power and Historical Preserve improvements last time I was working on this, but wide-scale fixes of planetary improvements were out of the question then. In the year since, I simply forgot. It's like finding a surprise all over again.[/quote] I know what you mea

722 Replies 1,781,221 Views

[quote who="Tolmekian" reply="228" id="3081615"]Planetary Defense techs[/quote] I noticed that too, but used a slightly different approach. I added two upgrades for the PDS, increasing the bonus to 33% and finally 50%, and made them 1pp with a higher value. The AI now definitely builds them. The ODS got a 100% bonus. Your approach sounds, overall, better. [quote who="Tolmekian" reply="228" id="3081615"]The Propaganda Center[/quote] Yeah, the weakest improvement in the who

722 Replies 1,781,221 Views

[quote who="Sole Soul" reply="220" id="3080817"]How does that make the Yor better?[/quote] Allowing the Yor to field even more ships in a fleet would put them in permanent control, because of their ability to produce lots of ships in a short time. In my mod the Yor are currently the most powerful race and that by a looooooooooong margin. Of 90+ AI vs. AI test games, in the last two weeks, they lost only one and that just because of bad luck. They started out right next to the Thalans in

722 Replies 1,781,221 Views

[quote who="Sole Soul" reply="218" id="3080740"]Precisely. However, given that your own Logistics System plus all techs (and assuming a starting value of 6) takes you to 57, you need another 43, which means capturing 7 Logistics Systems, although that still only places you at 99.[/quote] Interesting. I've been playing with the idea to increase the power of the HLS for some time now. That might just be the reason to do it after all, but I'm not fully convinced yet. The Yor don&#39

722 Replies 1,781,221 Views

[quote who="qrtxian" reply="215" id="3080470"]Actually, in my experience you can - some seem to value it much higher then others, but in my experience all AIs will eventually build one if they live long enough after researching Expert Logistics. Generally, unless the structure itself is bugged, the AI will build any super/galactic improvement as long as they can research the necessary tech.[/quote] Yes, the AI will build all SPs and GAs eventually, but it has to survive long enough to do

722 Replies 1,781,221 Views

[quote who="Sole Soul" reply="211" id="3079962"]1. Only a valid assumption if the values per module haven't been tweaked; otherwise you're looking at 5 useful modules plus an initial constructor for 6 total.[/quote] I had to use a common ground for my extrapolation. If I had used the values from my own mod, we couldn't really talk about it, as the overall balance is quite different. [quote who="Sole Soul" reply="211" id="3079962"]2. With decent industry it should b

722 Replies 1,781,221 Views

[quote who="Wetballs" reply="209" id="3079793"]It would be easier to see, at a glance, what actual bonuses an improvement gives if they put all of them in the box next to the description (the one with the little symbols).[/quote] It sure would! There are other bonuses that don't show up, like the planet quality change from Biosphere Modulator/Weather Control Center/Hyperion Matrix. [quote who="Wetballs" reply="209" id="3079793"]Anyhow, thanks for the info![/quote] You

722 Replies 1,781,221 Views

[quote who="Wetballs" reply="206" id="3079004"](Sorry, I don’t know how to do that multi-quote thing, but check this out…)[/quote] I have no idea myself, how it is done properly! I just hit quote, copy the text into Notepad++ to edit it and then copy it back in when I'm done. [quote who="Wetballs" reply="206" id="3079004"]Regarding the Secret Police Headquarters – I mistakenly compared it to the Restaurant of Eternity (which is, in fact, awesome).[/quote

722 Replies 1,781,221 Views

[quote who="Neilo" reply="3" id="3077990"] As for the other behavior...you played with vanilla races. sounds like a file has been modded, but im assuming you haven't messed with anything.[/quote] There are two Mega Events that have an effect on influence. The first massively increases the influence of one race. The other one increases the influence of all other races when one is close to a culture victory. Maybe one of those happened and the OP didn't notice it.

7 Replies 9,720 Views

[quote who="Wetballs" reply="202" id="3078203"]What exactly is tech brokering then? Does it just mean that I can only get unique techs from the civs that start with them, and not through third parties?[/quote] Tech brokering is the reselling of techs. If you disable it, you can no longer sell any tech you bought. The same goes for the AI, too. [quote who="Wetballs" reply="202" id="3078203"]Unfortunately, the Secret Police Headquarters sucks balls and I would never ever researc

722 Replies 1,781,221 Views

[quote who="Dale Pennington" reply="2" id="3077625"]I guess the question is : If I use Gamestop/Impulse and register/patch there, does that mean I will never be able to register with Stardock when you get the new SDC up, or will the registration be valid for both ?[/quote] It should be valid for both. Use your regular Stardock-account to log into Impulse. You should then be able to register the game.

3 Replies 4,634 Views

I'm not quite sure how it works for Steam, but usually a launcher appears first, with several options. The editors are one of them. If that is not the case for Steam-version there are still two possibilities: 1. You have to start them manually. If you have used the standard installation path for Steam you should find them in: "C:\Program Files\Steam\steamapps\common\Galactic Civilizations II - Ultimate Edition\Twilight\Tools". 2. You have to download them separatel

1 Replies 2,476 Views

I can understand you frustration. The whole situation is currently a bit problematic. Stardock Central has been discontinued a few years ago and been replaced by Impulse, which has been sold to Gamestop last year. Stardock is currently working on a new SDC to replace to old one. Here is a link to the thread about the preview. At the moment, only the Ultimate Edition of GalCiv 2 is directly available to download fr

3 Replies 4,634 Views

[quote who="Neilo" reply="32" id="3075516"] Quoting Gaunathor, reply 31It would have made more sense, if there were only the slider for overall production and the two for social and military. Yup, that was called for in the Beta i believe and was debated here on the forums from very early on. Hardcoded too, so no modding can help...[/quote] I wasn't around during the Beta for DL (joined in April '06), but I remember some of the later discussions, especially for DA an

37 Replies 43,419 Views

[quote who="qrtxian" reply="16" id="3075669"] I did not know this, and find myself quite worried by it - I've only run into the Dread Lords on TA once, but when I did they were pretty tough - I'm not sure I want to face "smart" Dread Lords. The ones on DA do seem pretty dumb, though.[/quote] If you give them enough time to build up, the Dread Lords can become quite powerful despite being "brain damaged". Otherwise, they just provide another high class planet fo

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[quote who="Tolmekian" reply="30" id="3075419"]Does it make any sense? Not to me, but that's how it is. [/quote] It would have made more sense, if there were only the slider for overall production and the two for social and military. But that is just my opinion. [e digicons]:|[/e]

37 Replies 43,419 Views

[quote who="Avalastrius" reply="28" id="3075379"]What I can't understand fully is why sometimes my net profit goes up when I actually rise a slider. Some costs from the right screen disappear but I don't really understand the mechanics of it (probably because I'm being thick).[/quote] If you increase one slider, the others will decrease, thereby lowering your production and spending in those areas. [quote who="Avalastrius" reply="28" id="3075379"]I filled my

37 Replies 43,419 Views

[quote who="Sole Soul" reply="7" id="3074086"]@Gaunathor The data files (I think this particular one is in English.str) states 30% in the description, but it seems to actually be hardcoded as a 40% bonus. Also, please note that this isn't exactly a bonus; it's another multiplier. Oops, I forgot about the event slider. I didn't remember it going to none, though, just rare.[/quote] Good to know! Thanks! [e digicons]:thumbsup:[/e] &nb

10 Replies 55,687 Views

[quote who="Neilo" reply="8" id="3073675"] Quoting MottiKhan, reply 6Good info Gaunathor. I didn't know that Ultimate was so different than Gold Edition+TA. I'll try to remember that. +1 karma to you. I was unaware of this too, so +2 for you.[/quote] Thanks! I only recently bought the UE, because I didn't want to install Gamestop/Impulse on my new computer and the old versions aren't yet available to download directly from Stardock.&

37 Replies 43,419 Views

Put the extracted folder into the mod folder of the game. The standard path under Win 7 would be: "C:\Program Files (x86)\Stardock Games\Galactic Civilizations 2\Mods". In the game options activate "use mods" and change the path of "current mods directory" to the new "Tolmekian's Tech Tree Fix" folder. You have to restart the game after that. Those are all the necessary steps for the mod to work. If you want, you can further edit the races in the opponent selection screen.

722 Replies 1,781,221 Views