UnleashedElf

UnleashedElf

Joined Last seen Member # 5265356
2 Posts 5 Replies 1,986 Reputation

I just want to say that I very STRONGLY support the addition of tactical combat. I would argue that the game is not even complete without a good tactical combat system (and I mean a real time system, as present in Sins or SOTS 1). I think that the system should split ships into tiers: 1. Light ship 2. Medium sized ships (probably the main workhorse of the fleet) 3. Capital ships Maybe 4. Super sized ships, which are kind of

411 Replies 1,952,636 Views

[quote who="BrightGALAXY" reply="1550" id="3398597"] Computer is Windows 8 64-bit, 8Gb, i7 processor (up to 3.2GHz) if that matters.[/quote] Have you tried running the .exe in compatibility mode? That I know solves issues for a lot of games.

1,681 Replies 4,216,401 Views

[quote who="ZombiesRus5" reply="3" id="3398137"] Just because it has i7 in the name doesn't make it a gaming laptop. That CPU is so bad it doesn't even meet trinity minimum specs. [/quote] This. i7 is just a marketing term. Also you have not told us what your GPU is. Laptops tend to have gimped GPUs compared to their desktop counterparts. It's likely that if a Sins 2 ever came out, you would need to upgrade to a more powerfu

9 Replies 24,856 Views

Yeah I guess luring would be the best way. I think as TEC Rebel, you've got considerably more options. Their Titan does well against enemy Titans. It may be one of the few instances that it is worth deploying Kols - to engage enemy Titans. I'd agree that Dunov would work well. Not so sure about the Advent though. The Loyalist Titans are quite strong. Not so sure what the best combo of capital ships is going to be. Pr

3 Replies 13,397 Views

Out of curiosity, what is the best way to kill a level 6+ Vasari Titan? Assume this is versus a capable human player and that this is a fleet vs fleet engagement. With the Maw, I assume that a conventional fleet is totally ineffective. That and it has Desperation stacks so again a massed fleet may not work well. Corvettes? Maybe massed carriers supported by capital ships and your own Titan (I was playing as Advent Rebel - the AR Titan seems to be

3 Replies 13,397 Views

[quote who="XATHOS" reply="1546" id="3396303"] It still doesn't help the tangled mess you call a tech tree. I haven't torn through it fully to see what you specifically dropped, and what you kept, but it looks just as overly complex as before. Research and balance was always this mod's weakness. It is getting better with each release, though. Means less work I have to do to warrant using it with the core races.[/quote] It's n

1,681 Replies 4,216,401 Views

I've got this strange issue in one of my mods (and I'm trying to figure out what is causing it), where in the Arena of Slakhanan, I am unable to complete it. The game simply drops out after the first round and I'm left with a white scroll option, with an objective: defeat the troll warrior. Only he's been defeated. Normally when you click on a quest, it pops to the location but in this case, it seems bugged. Any idea what could be

0 Replies 1,719 Views

[quote who="Heavenfall" reply="2" id="3385745"] A problem is that there aren't models for this. The pedestrians you see in the cities are extremely low-poly - very low quality. Models from other races such as demons are much more detailed.[/quote] Ah I see, so they are all low poly models, rather than XML definitions. I had thought that they were XML definitions of existing models that were then downscaled to size, but this does not appear to be the case.

4 Replies 2,573 Views

Minor bug on version 1.2c. The Gnome hedge wall and fort when they spawn defenders do not have multipliers for the number of units per group. Edit 1: The Arena of Slakhanan seems to be bugged too. It's giving out strange weapons and then no proceeding to the final round with the stone golums. I got a helmet called "memory" from it. Edit 2: The Arena issue I think is caused by one of my mods. Please ignore for now.

544 Replies 1,095,482 Views

Whenever you zoom in at close resolution to a village or city, at high zoom levels, you can see the citizens of that village or town. Is there any way to change the default appearances of the city's inhabitants for each race? For example, I want to make a custom non-human kingdom race. But when I zoom in of course, the inhabitants are still human. There's a human manning the watchtower, and some villagers chatting about within the cities.

4 Replies 2,573 Views

[quote who="joeball123" reply="38" id="3385665"] It depends a lot on just how large your armies happen to be, and how big your empire is (including Town vs Fortress vs Conclave balance, world resources, and city enchantments). If I have two or three towns already, I probably don't need anything from the Merchant line unless I have enormous armies. If I'm still on my first city, which may or may not be a town, and have to fight tough enemies to expand, Merchant I (or Merchant II i

48 Replies 131,576 Views

[quote who="joeball123" reply="35" id="3385573"] What I see in commanders are the army initiative traits (Tactician 1-3), the Command ability, and the Battle Cry ability (I think that's what it's called; it's the one at the end of the tree that makes the whole army take a turn immediately). Then there's also the bonus that if you have the levels to spare, you can pick up part of the Merchant line of traits and have the commander pay for himself and part of his army, but t

48 Replies 131,576 Views

[quote who="Gaunathor" reply="126" id="3385482"] Quoting UnleashedElf, reply 125 Out of curiosity, what races are you finding are underperforming right now? I haven't worked on the mod for the last weeks, so I can't answer that question. The temperatures in my apartment are currently between 29 and 32°C, which makes it really hard for me to think straight. Once the temperatures are down again (and I no longer have constant headaches), I'll get back

298 Replies 925,557 Views

[quote who="joeball123" reply="26" id="3380371"] If I really wanted to create a melee oriented character, I'd go for a Warrior. Warriors are more actively involved in the melee side of the battle than Defenders are (unless you count 'serving as a training dummy' as 'actively involved in melee'), and I think that they're generally superior to Assassins at both melee combat and archery. I'd also probably end up using the Warrior as a hybrid fighter/caster (prob

48 Replies 131,576 Views

Out of curiosity, what races are you finding are underperforming right now? I've had issues with the Korath, sometimes the Yor, the Arceans, and the Thalans chronically underperforming in some of my games.

298 Replies 925,557 Views

Looking at the modding community and the direction that Galactic Civ 2: Twilight of the Arnor took, do you think that Stardock will be introducing faction specific tech trees and improvements? It's just an idea, but one I'm tossing out for discussion. Also, should each faction have it's own subarchitecture beyond the kingdom-empire divide?

0 Replies 3,269 Views

Theoretically it does not appear to be much different than GC2: Twilight of the Arnor. 1. The default tech tree is the Amarian 2. I suspect that in the next expansions, if it follows GC2, each of the races will get their own distinct tech trees, and likely improvements giving each faction a distinct feel, not just the kingdom vs empire type of feel 3. Seeing that the improvements link to their respective technologies and pre

5 Replies 12,053 Views

Out of curiosity, is there anything that can be done about certain random events like the Peacekeepers? I ended up in a game where the Peacekeepers were very potent towards the end of the game and it brought a partial stalemate.

298 Replies 925,557 Views

There is a particular setting that you can get when you save a file: set spawn no objects flag. What does that setting do? Does it prevent any objects from spawning? What about the "override old version"? Does it do anything to the resources of the tiles of the maps and the start locations? Also, every map I have makes the default size tiny for Anthys mods - is there a way to change this and the number of default starting players? </

2 Replies 2,474 Views

Yeah it looks like I may have to create an entirely new race geared for that city to defend it with specific units. The only other viable alternative is to get more improvements that are faction specific, and that does not solve the fact that existing improvements are there already. My original intention was to create a set of faction improvements where the defenders would scale with technology, but that does not appear possible right now. Thanks

5 Replies 12,053 Views