[quote who="Mystikmind" reply="22" id="3620103"] Oh, i just got a memory flash.... were there space monsters in galciv1? [/quote] Yes, there were.
Gaunathor
[quote who="DMF" reply="278" id="3620062"] I reset the option to Default and it now points to the Mods/Default folder of the 2.20 installation. [/quote] You mean, you clicked on the Default button? Yeah, that is one of the stupidities of the game. A fresh installation uses Galactic Civilizations II - Ultimate Edition\Mods\Default as standard path. However, if you click on Default, this changes to Galactic Civilizations II - Ultimate Edition\Twilight\Mods\Default, even thoug
[quote who="markmid" reply="7" id="3619924"] Snathi, Yor, Drengin - Evil Thalan, Iridium, krynn - Neutral Iconian, Human, Altarian - Good [/quote] The humans are Neutral (Pragmatic), not Good (Benevolent). Also, according to the game files, the Krynn are Evil (Merciless) now.
[quote who="DMF" reply="136" id="3619818"] My memory usually isn't that faulty. I'll load my copy into 2.20 and check in the next few days. Hope it works. [/quote] Tolmekian's Mod does work with v2.20. It's not optimised for it, but that's to be expected. The mod hasn't seen an update in three years. Also, your memory is working fine. Manufacturing/research boosters do provide base production/research in Tolmekian's Mod, while
[quote who="DMF" reply="276" id="3619697"] In the sheet, when you flag 'Old/New Values', is that in relation to toA or to the CU? [/quote] The spreadsheet is using TotA v2.04 as a base. The changelog is using the CU.
Hey everyone! Version 2.1 is out. Well, a lot has changed since the last version, and I do mean A LOT. The changelog increased from 80 pages to 120! It's too much to give a detailed report on, so I try to keep it down to a general overview. 1. Planetary Improvements The values of all the planetary improvements are now almost identical to the vanilla ones. There are only some minor changes remaining now. Over all, maintenance is much higher again (though not quite a
[quote who="DMF" reply="8" id="3618909"] I'm used to editing the xml directly so I know how, but the editor would be so much easier. [/quote] I find using Notepad++ much easier. You can't even copy+paste techs in the editor. Every new tech you make needs to be done from scratch. Even if it is an iteration of a previous tech. [quote who="DMF" reply="8" id="3618909"] Are you saying that one can't save at all in the Tech Editor and get a usable result?<
[quote who="DMF" reply="123" id="3618902"] (though they are still notoriously unwilling to actually research defense) [/quote] That could be because the AIValue for the defence techs is set very low (4). I've set it to 10 in my mod, and the AI is much more willing to research defences. Though the actual behaviour still depends on the individual AI. [quote who="DMF" reply="123" id="3618902"] 1) Yor want to build Charging Stalks out the wazoo. I had to g
[quote who="jirkaesch" reply="23" id="3618444"] BTW Has the AI hugging been fixed in 1.6? [/quote] Seems like it, according to this post.
My main goal is to go back to the original gameplay. However, the original game has some balancing-issues too, and I try to fix that, as along as doing so doesn't change the gameplay too much. If you haven't yet, take a look at the spreadsheet I linked to in my previous post. I'm still tweaking some of the values, but it should give you a good overview over how things stand in comparison to the original game. It doesn't contain the tech trees and the ability bonuses yo
[quote who="Achronous" reply="6" id="3618032"] And it doesn't matter who pushed the buttons, I still want the Drath to NOT be completely annihilated [/quote] They're not. I brought up a question regarding their status a while ago, because the entry in the databanks confused me, and Frogboy said this in response: " The Drath homeworld was wiped out. But the Drath aren't necessarily extinc
DMF, a lot of those changes needed to be removed again, because MabusAltarn didn't agree with their inclusion in the CU. There isn't much of a point in discussing them any further. Plus, the update is finished and has been sent to Stardock. Though I haven't heard back from them yet.
[quote who="DMF" reply="4" id="3618004"] I tried this with a similar tech pair. I initiated a trade for Planetary Improvements (PI) which masks Stellar Production (SP) (both PlanetaryImprovements). SP offers +10 Econ; PI offers +10 MP, SP, RP. I received +10 MP, SP, RP, no Econ. Unlock worked as expected and SP disappeared from my available tech and from the full tree display, replaced by PI. [/quote] Yeah, that is weird. There really seems to be no c
[quote who="Achronous" reply="4" id="3617937"] Ouch, please don't say that. I'm keeping hope the Drath will return. They are my... second most favourite race! [/quote] Don't worry. That statement is completely wrong. It was the Korath Clan that did all those atrocities, not the Drengin Empire. See? Entirely different. Heck, the Drengin even reprimanded the Korath, because the Drath were supposed to be enslaved.
[quote who="DMF" reply="2" id="3617909"] Now suppose that the Thalan trades for another race's SM. Won't his DI node become 'known tech' and his Space Weapons/Defenses nodes become unlocked, just as if he had acquired DI? [/quote] Yes. DI is SM, for all intents and purpose. [quote who="DMF" reply="2" id="3617909"] Won't the bonuses from SM be applied, not those from DI? [/quote] In your example, no, the bonuses of DI will b
The bonuses for the Artificial Slave Center and the Galactic Bazaar are hardcoded and linked directly to the InternalName of both improvements. The strength of the bonus can be adjusted via the Ability Factor. In other words, both improvements are working correctly. As for what the Galactic Bazaar does, it increases the value of all your items during a trade with another race by 50%. For example, if you offer 100bc to the other race, then it will give you goods worth 150bc in
Hey everyone! I'm currently working on a new version. It's still going to be a while before I'm finished, but I wanted to give you a little view of what's to come. So, what's new? Almost all of the techs removed by the CU are back again. I also undid some of the name and cost changes of several techs. This, combined with some changes to tech requirements and the availability of certain techs, made the tech trees look even more like the original ones
It's located in the main directory of the game. However, the progressive changelog isn't complete (or that detailed). It only mentions the changes made after MabusAltarn took over the project. The only way to learn the previous changes, is to download the zip-file for the Community Update v6.0.2 from the archive and take a look at all of the changelogs for the individual files. There is a link to the archive in the CU thread. Edit: Before I forget, there are a couple m
Well, I've sent the update in to Stardock. Six days were enough time to wait for feedback. The new TitleWnd.dxpack and TitleBack.png are not included in this version. I didn't want to risk a sudden outcry, that they should be removed after all.
[quote who="MabusAltarn" reply="1642" id="3615596"] When I was trying to get Arceans to amount to, well, anything, I tried something similar. They get more planets but their initial research into absolutely everything gets stalled by almost a year. (Its very easy to forget how quickly 52 tuns can pass when autoplaying). Maybe you'll have mroe luck. [/quote] As far as I can tell, those values are working pretty well. The Arceans are taking some time off between
Here is the new version of the update, and the new changelog . I've incorporated the following changes from the test-version: English.str [ArtifactsBonus]: removed "100% Research bonus." [FertileSoilBonus]: changed "Sector suitable for building." back to "Rich soil and varied
[quote who="Maiden666" reply="1637" id="3615206"] false. the amount of available base industry is incremental to the efficiency of percentage-enhancer. I wonder how you can make such nonsense-statements when you, at the same time, work with these calculations. [/quote] That has nothing to do with the point I was trying to make. [quote who="Maiden666" reply="1637" id="3615206"] Yes, IF you include the Initial Col. buildings - which you didn't do in your first
[quote who="Gaunathor" reply="1635" id="3615165"] Yes, they do go for Republic occasionally, but not as often as they should. In most of my tests, they were either buying the tech, or not getting it at all. [/quote] Of course, after having said that, the Yor are researching Interstellar Republic in every single test game today. [e digicons]x_x[/e] Anyway, here is the new
[quote who="Maiden666" reply="1634" id="3615121"] I've seen them get Rebublic, but the others, not. [/quote] Yes, they do go for Republic occasionally, but not as often as they should. In most of my tests, they were either buying the tech, or not getting it at all. However, all races seem to be reluctant to get Democracy and Federation. [quote who="Maiden666" reply="1634" id="3615121"] So its better to simply build a 6th factory instead of the Vortex - which
[quote who="Maiden666" reply="1632" id="3615080"] Gaunathor, you just heavily nerfed Yor[/quote] I know, and this is intentional. With Advanced Charging Stalks on +30% morale it's impossible for the Yor to have Iconia on anywhere near max population. The disparity between the morale bonuses on Iconia and the colonies is simply too great. Even with the changes I made it's still difficult, but at least the Yor now reach a higher population on Iconia than before. [qu