I didn't test AI trading without it. I did run a test where I edited the Terrans to have Universal Translator researched, but was not able to speak with them since I did not have the Tech myself. I can talk to them if I have it, but we can't talk if they have it. That leads me to believe that the AI can communicate without need of a translator, and that the translator is only used by the player.
syneris
It seems that the game supports having multiple requirements for techs. While having one tech with two prerequisites (haven't tested more than 2 yet) appears to work fine gameplay wise, the tech tree display doesn't look right. It starts a new branch that has a deadend to a duplicate of the tech that has two requirements. A very complex tech tree will lead to a confusing and unreadable display. Stardock, do you have any plans to have the tech tree disp
Is there a way to edit the ship some way so that other races, like custom ones can use it. I notice many are Terran - which I do not play much. The ones made using Kryo's Hull mod should be available regardless of hull type though, right?
Does the AI need to have universal translator research to be able to communicate with each other (trade, etc) or is this just a limitation for human players?
Can we get some information on the tags in InvTactics? Some of them are self explanatory, but a few need info. What does LuckFactor do? What are the 2 Prereq tags about? A table for the value of bonustype?
Is the ingame mapgenerator hard coded or script based?
Looking in GC2Types, it seems all the jewelry addons for customizing your ship are in this file. This seems like it would hinder modders because any new pieces of jewelry won't be available without updating the mod. Some mods that use thier own ship models and jewelry may not want other jewelry used, however mods that use the default ships may want to let the player use whatever jewelry is available to them normally. Can the jewelry structures be
Anyone know the formula for how SizeMod works? It's not even mentioned in the wiki. I don't think it's even needed, as some components don't even have it; however, it'd be nice to know how the value relates to component size vs hull size.
I've only noticed this happening if you name your new design the same as an old design.
Then the exploit is not the upgrading but rather the debt cap.
1 morale building (i usually run taxes high), maybe 1 research, and atleast 2 markets on anything below PQ7. On 7-10 I add a factory to help with upgrades, 1 farm, another morale (depeding on if I have a morale resource), and the rest markets.
I thought heavy fighters were small. Anyway, what about engines, sensors, lifesupport? It may be some weird glitch. I've tried to duplicate one of my own custom ships and couldn't. It was at the start of a game. I could build a colony ship I had designed in a previous game, but any attempt to recreate it was 1 range and 1 speed short. The components matched, though wouldn't fit. It was boggling how I couldn't create a ship to match one that I could bu
I've seen it rollover in my games since the last patch, but it wasn't for me just now. I did two test games. One I had edited the research bonus for my custom race and had over 5000 research a turn (edited economy bonus also to afford it). I could only research 1 thing a turn. I did another test game with a default race and still didn't have any research rollover. I may need to reinstall as my core designs (also one small and one medium hull for each r
The custom race saves are xml also. You can edit them to set the value of things that aren't even available with customization (like miniturization). There is a section for techs too, but you'll need to find the proper names for the techs you want. It's similar to the raceconfig, but saved individually for each custom race (including custoized ingame races). They are the .raceconfig files found in MyGames\GalCiv2 The AI uses the raceconfig.xml for it's stats. Editing the raceconfig.xm
After checking Research again, roll over for it might have been changed since I last took notice. Can anyone confirm that it still rolls over? My tests just now showed that it doesn't roll over, although there could be other factors that determine if it will roll over.
It seems that having too much production on a planet can be inefficient. If you build a ship with a cost of 100bc on a planet that has 500mp on military production, you still pay the the entire 500bc in spending. Anything over the cost is wasted bc. I've tested this with military spending. The costs for social improvements are hidden (though they could be looked up in the xml). I'm guessing that extra social production is wasted just like military, but
1) they can move further per turn. 2) There is a formula for who they decide surrender to. 3) Sensors reveal more of the fog of war around your ships/stations. They don't offer any actual combat benefit, but assist in your own personal decision making tactics. 4) Yes, ships aren't divided into parts. It's one big (or small) lump of HP with a lump of Attack and lump of Defense. 5) Planetary bombardment allows
I know this has been brought up before, but what i've noticed seems to be a little different than just the normal inconsistency. You get what the planet screen says, but only pay what the spending screen says. I designed a tiny ship with nothing on it for a cost of 35bc. I set my starting planet to build this 35bc ship. My inital colony has an mp of 24, and I purchased a basic factory with 8mp. AT 100% spending, 100% military, The planet screen shows 3
If you want to play it out, take the hit to your treasury (even when it goes into negative). Lower your taxes to keep your approval at 100% for double population growth. The initial colony population max (5 billion) gives the most taxes per population, so they will support their own maintenance cost once they fill up. Once you are able to start raising your spending again, work on getting a few markets on each planet. The best way to do this (just theo
Thread isn't showing up...
This thread isn't showing...
From the FAQ Q: How do you keep the guy who lives in his mom’s basement and just plays the game all day, every day from just conquering the world over night? A: Well, there’s around 30,000 provinces in a given game, but more to the point, players gain bonuses depending on how f
What you say happened in ogame seems just like what happened in 10six. While 10six, wasn't very similar to Society, it was a persistant online world where your areas coud be attacked at any time. I believe the reason it died was due to a major bug and exploit. The people who had played it for a long time had amassed such a huge amount of "technology" and resources that they could eliminate everything you owned (except your one safe area) overnight.
I was wondering if anyone felt the same as me in that combat should be changed somehow. Right now, you roll a number between 1 and your total attack. The defender rolls between 1 and it's total defense. (I've been trying to find the details for multiple types of attack vs multiple defenses, but that's the basic combat system). This leads to some really random results, especially when the values are very large. Would you want this system changed?
I have not noticed any change from moving your homeworld. The initial colony of your starting homeworld is better than others, but it doesn't change when you move your homeworld.