[quote who="Maiden666" reply="263" id="3611782"] How much time would you give them for each turn if I would select them as opponents and click turn manually? [/quote] Around 5 seconds. Maybe 10. More is only needed for the AI to calculate better moves. In any case, the Krynn should have Laws of Krynn by the end of year 0, year 1 at the latest. That has been my experience so far.
Gaunathor
[quote who="Maiden666" reply="1517" id="3611778"] In Techtree.xml, N++ counted 3 instances. [/quote] I meant which techs. I've already searched through TechTree.xml, but couldn't find any instances.
[quote who="Maiden666" reply="261" id="3611760"] Further I've removed the generic econ-tree from them completely - using moral structures in conjunction with high taxes will also net enough money. [/quote] So, you're going to make their econ similar to that of the Yor? Except without any Econ-bonuses? I'm not sure how well that would work. The base-income from population isn't that high. [quote who="Maiden666" reply="261" id="3611760"] The Jihad
[quote who="Maiden666" reply="1514" id="3611738"] AFAIK the AIValue on techs is used by the AI to determine its value when techtrading, although ironically there's a second tag (WillingnessToTrade) which plays right into this, as well. His researchbehaviour is mostly influenced by his AIP in relevance to his global needs. [/quote] That's not entirely correct. AIValue does determine the value of techs when techtrading, true. However, it also adjusts
[quote who="Maiden666" reply="259" id="3611678"] No, but the CU did actually change some stuff with history techs & their improvements. In vanilla most of these history techs held unique stuff like GAs etc the CU somehow now splits moral buildings into them. There was just alot of homogenization there, eg. Drengin also get Market Centers instead of Black Markets etc [/quote] I know. Most of that was done by me. There were two reasons for this: 1. some races have access t
[quote who="Maiden666" reply="1507" id="3611653"] The brief description is wrong, this improvement gives only research [/quote] Fixed, thanks. I've also updated the brief description of the Super Spy Training Center. [quote who="Maiden666" reply="1508" id="3611654"] Sure -at least for me- that's fine. [/quote] Good. [e digicons]:thumbsup:[/e] I'd still like to hear from Mabus, or at least one other person, before I start doing
[quote who="Maiden666" reply="1505" id="3611648"] The description of Eyes is outdated [/quote] Fixed, thanks. By the way, would you be okay with my changes to the Thalan and switching the alignments of the Drath and Terrans back? I would like to know, if there would be an outcry, if I did that along with my proposed changes to the Bio-techs.
[quote who="Maiden666" reply="257" id="3611642"] IMO there has to be a reason why someone would pick the Torians - or any other Stockrace for that matter - they need to excel at something. [/quote] Well, I always play as one of the stockraces, because I just don't get the appeal of creating my own race, or recreating ones from other franchises. Sure, from a purely mechanical standpoint it might often be better to play as a custom race, but they don't share the
[quote who="Maiden666" reply="255" id="3611615"] Hey I've just encountered a bug and am wondering if you know anything about it. [/quote] Yes, I know of this bug. It's the reason why I changed the Battle of the Gods scenario so none of the races start with Xeno Ethics already researched. I don't know a solution either. [quote who="Maiden666" reply="255" id="3611615"] Thing is that the Torians racial design is too weak IMO - you can actually be so muc
[quote who="Maiden666" reply="1502" id="3611589"] Then there is the Altarian/Drath SuperAbility interrelation. Around midgame the Drath usually throw the whole galaxy into wars and they make a fortune out of it. That keeps all other military low. If the Drath ask someone else to wage war against the Altarians, then these will ask the Drath to help them out. Ie, the Altarians SuperAbility takes care that the Drath also have to fight their own wars. As it is now, they can stay too much in
[quote who="Maiden666" reply="1499" id="3611533"] https://forums.galciv2.com/457944/page/29/#706 [/quote] The Drath were Neutral in GalCiv 1, not Evil. In the campaign, they used the Korx as proxies in an attempt to regain their homeworld from the Altarians. By the end of the story, the Drath repented for what they did, and gave up their claim for their old home. Turning them Neutral again, and making them covet their homeworld once more, is undoing all of the character deve
I've been wondering, would anyone have something against the following changes? -reduce the Pop-Growth-bonus of Xeno Biology to +5% and Fertility Acceleration to +10% (Yor: +10%, +10%, +15% for Population Acceleration, Spark of Life Enhancement, and Extended Lifetime respectively) -move Aphrodisiac to Xeno Medicine -re-add the Fertility Clinics improvement (using a low AI value, so that the AI doesn't spam it on its planets) The bonuses to the Pop-Growt
[quote who="Spinorial" reply="1489" id="3611426"] Hah, I see what happened there. They never bothered to animate the grill or the furnace behind it. So, as the robot moves around, they stay in place and clip through. Sloppy. Can it be fixed? If one had the actual animation file, sure. Otherwise, a moderately skilled artist would have to fix it frame by frame. Worth it? Hell no! If I had GalCiv3, I'd look to scavenge some of their assets (if they're pre-rendered), but as is, I nei
[quote who="Maiden666" reply="252" id="3611459"] Judging from what I can see in the CustomRace's techscreen I'd venture to say that the game presents the MinorRacetree of DA or DL - there's WarpDriveIV & V present (or perhaps he looks at the non-modded TotA...) and alot of empty techs devoid of a name.... [/quote] DL and DA didn't have a minor race tech tree. All races shared the same tree. Are you still running v2.04? That would explain why WarpDrive IV
[quote who="Spinorial" reply="1487" id="3611385"] I was actually hoping that you folks, as regular players, could tip me off to any other defects. [/quote] There is actually one more thing. NewsRobot_Alien_Evil.bik has a serious clipping error with that heat exhaust (or whatever that is). Would it be possible to fix that? [quote who="Spinorial" reply="1487" id="3611385"] Also, what makes the Yor so special that they get sound, while everyone else is muted?<
[quote who="Maiden666" reply="250" id="3611374"] BTW do you know why the Dreadlords tree isn't accessable? [/quote] No idea, sorry. [quote who="Maiden666" reply="250" id="3611374"] I noticed they have an ignore tag in RaceConfig, but deleting that did neither the trick nor led me play the DL as normal race.... although I could make other stockraces unaccessably... [/quote] The DL are set to civtype 5 (like the pirates), which is a special ty
[quote who="Smoo979" reply="1485" id="3611362"] Is it possible to mod back in the star base Weapons ability? [/quote] Sadly, it's not. You'd need access to the source-code, which we don't have.
[quote who="Maiden666" reply="248" id="3611340"] make it a GA, mark "history of benevolence" with ImpossibleTech --> that way only if it's specified in the RaceConfig a race can get this tech (and so the Matrix), custom races wouldn't be able to select it. [/quote] Turning the Social Matrix back into a GA may be the best choice. However, that brings us back to the very reason of turning it into a SP in the first place: the possibility of being unable to build your
[quote who="Smoo979" reply="1483" id="3611344"] The star base repair modules don't seem to be buildable. I have advanced hulls but they don't show up as a build option when I move my constructor to a star base. [/quote] The Starbase Hull Repair Kit module only appears when the starbase is damaged, while the Repair System module is only available to military starbases. [quote who="Smoo979" reply="1483" id="3611344"] Also my racial We
[quote who="Maiden666" reply="245" id="3611295"] btw I wonder what your stance is regarding some starting improvements, like eg. Social Matrix, Hyperion Matrix or Innovation Complex. As it is now, they can be built multiple times... is this working as intended? [/quote] They are all SPs, so can only be built once per race. If you have multiple races with the same tech tree, then it's also possible to get multiple instances of those improvements. That is WaI.</p
[quote who="Spinorial" reply="1477" id="3611272"] Speaking of, I've taken a bit of interest in the videos. Firstly, here's a little Yuletide present. [/quote] Nice! [e digicons]:thumbsup:[/e] I don't recall, if the other Yor videos have the flickering too (I usually play as them, so I don't notice it), but it would certainly be helpful if you could take a look at them to make sure. [quote who="Maiden666" reply="1480" id="3611306"] It surely
[quote who="MabusAltarn" reply="1474" id="3611199"] Good call. [/quote] You can thank Maiden666. He made me aware of this.
[quote who="Maiden666" reply="242" id="3611184"] Ah ok, thanks. But how do you observe that popup in a testplay? It's just there for the blink of an eye^^ Tough nevermind. I'm not going to use that SA anyway.... [/quote] Autoplay wouldn't work in this case. You need to do a proper playthrough (or simply hammer the end turn button) in order to test this. [quote who="Maiden666" reply="242" id="3611184"] Or maybe Warrior would also be quite beneficial t
[quote who="Spinorial" reply="1463" id="3610879"] I only found one topic in the exe that isn't referenced in the convo file: AI_GOINGTOWAR_NOWAR. [/quote] I ran a few tests and, so far, haven't been able to trigger this. [quote who="Maiden666" reply="1472" id="3611175"] Found a typo in Techtree.xml[/quote] Thanks, but this is already fixed in the new files. Speaking of which, <a href="https://dl.dropboxusercontent.com/u/107322588/Ga
[quote who="Maiden666" reply="240" id="3611156"] I don't think they do, and that's the problem. For sure I could set fix bonuses but that's not the same.... [/quote] I was worried this might be the case. But then, do they really need more bonuses? The +100% Econ bonus combined with the hardcoded bonuses is already much more (point-wise) than any of the major races have. [quote who="Maiden666" reply="240" id="3611156"] Same for Manipulator, that's