A number of Drengin ships show the wrong strategic icon when zoomed out. Ship Has Should be Pro
Thecw
A number of ships in the ShipClassDefs.xml have the wrong blue print attached to them. Blue print Ship <span style="text-decoration: u
No it is not, at least not for all of them. Altarian: Staller Marines gives a multiplier for PlanetaryDefense. PlanetaryDefense is already an multiplier in it self; Drengin: fixed; Iconians: fixed; Iridium: fixed; Krynn: JihadFocus2 has the same fault as the Altarian Staller Marines; Terrans: fixed; Thalan: fixed; Yor fixed; Generic Techdefs.xml: fixed. So they almost got t
In the latest update the values for the life support components have been change, however now any life support beyond Environmental Support is worthless. Because the costs increase while the net effect stays the same.
In the latest update the sensors were corrected to more sensible values, however there are some cost progression anomalies. The current overview: Stats &
Brad, I don't know the bonuses / maluses the AI got on GalCiv2, but my last game (i checked) was a Huge map, Normal scenario, as Altarians, against 9 (random) AI, difficulty level Crippling. At those game settings i consider the game winnable while delivering a sufficient challenge to be enjoyable/relaxing. There are higher difficulty levels, but these appears to have been my goto settings for relaxing games. Looking in the high score table however a few are at Painful, mo
[quote]1. When you colonize a new planet, on the Colonizing Event screen, an old picture from the previous Colonizing Event screen appears for a split second before it changes to the new correct one. [/quote] I have seen this too. What i think is the problem is that it is a direct-x buffer usage problem. Direct-x normally work with a front- and one or more back-buffers. In one you draw something and the other one is shown. Normally the sequence is like: you draw s
Some people complain about the stupidity of the AI. While i do not think that the current AI is a deep blue, neither do i think anyone can be completely dismissive of him. Especially at Godlike (with all his bonuses) the AI will give you a nice fight. However there are some things with which the AI can be tricked. I will not go into the already known exploits (like the 3 constructors to colonizer conversion) because they have been discussed to death on the forums by now.
[quote who="a0152570" reply="11" id="3558232"] Score most defiantly need another look. Paul agreed on the stream. [/quote] On the stream Paul was more surprised than anything else that the scores were so low. He said that my win should not have given such a low score and that they probably would take a look and tweak the scoring system. The win (as the Krynn) that i referred to in the stream: all 7 majors (all Godlike) + 2 minor AIs; sm
[quote who="wpkelley41" reply="2" id="3558044"] I have never seen an answer to the "Colonize" issue. "Colonize All" works. How do you colonize a single world? "Colonize" simply results in a "no planet selected" message. [/quote] In the release builds only 'All' is a valid argument for the colonize command. In the debug builds (SD in-house) a number of commands work differently than in the release builds, some commands don't even work at-all in the release builds.
[quote who="wpkelley41" reply="3" id="3558047"] Also, what is an "internal name?" [/quote] The name of the tech in the xml file. For example: the internal name for the tech "Xeno Industrialization" for the terrans is TerranXenoIndustrializationTech as can be seen in the TerranTechDefs.xml file.
00zim00 You are right, i just checked, my mistake ( felgercarp , now everybody thinks i am a complete novice at this game[e digicons]:S[/e] ). Should have checked instead of answering from memory.
[quote who="00zim00" reply="6" id="3558010"] I'm not sure how your able to check that they have traded with others or not [/quote] In the diplomatic overview you can see (by clicking on their planet) with whom they are trading (the yellow lines). Let say, you are playing the Terrans, you click in the diplomatic overview on the Drengin planet and you see that they are trading with the Alterians. So now trade with the Drengin and you can see that they want the Uni
Read the posts in Malevolent Ideology (Relentless) Bug reply 6 and further for explanation. The short is the culling project is currently disabled.
[quote who="erischild" reply="9" id="3557255"] If we are giving out handicaps, shouldn't we give the Beginner no FOW? [/quote] No. Having no FOW is actually a bonus. A tile has three states (for every player/AI): Unexplored - You (or the AI) have never seen this tile and don't know what is currently there; Explored, but under FOW - You have seen the tile in the past, but it is currently outside sensor range of anything. Known stationa
[quote who="EleventhStar" reply="5" id="3557068"] @thecw How important do you consider the sensor ship and the initial pragmatic perk to be? [/quote] Very important. The sensor ship allows to to see where to go. Being able to go - via the shortest route - to the best planets gets you planets that otherwise the AI will take. And three (almost) free colonizers in the first few turns of the game gives you a massive head start.
joeball123 Your solution is incomplete. If you want to use the Borg fighters, you will also need to alter , , , tags and add those fighters also to the entry list in the FactionShipStyleSetDefs.xml for the
The Iridium are missing the CulturalInfluence tech therefor the InformationHubModule never activates. Quick fix: Attach the module to the MarketingTech. To do so, make to following change for the InformationHubModule in the StarbaseModuleDefs.xml. Replace CulturalInfluence ThePathTech </Techs>
tdthread, maybe your windows font cache (\windows\system32\ Fntcache.dat) is corrupt.
EleventhStar I played sub-optimal, but here are my attempt stats: 14 Colonies 7 star bases and 4 shipyards 14 Technologies 5 ships (1 survey, 2 scouts, 1 sensor ship, 1 constructor) Faction power 58 First i designed a sensor ship, a fast no range colonizer and a no range constructor.
Lars, Beginner Normal Gifted
All the traits in the CultureTraitDefs.xml that have the TargetOrdinalConstraint property give the effect on one-too-many colonies. It appears to be the common one-off-bug. The probable cause is that the effect counter is compared to be equal-or-less ( Also see: Malevolent Ideology (Relentless) Bug post.<
It is the insidious one-off-bug. All the traits that have the TargetOrdinalConstraint property give the effect on the wrong number (one too many) colonies. The probable cause is that the effect counter is compared to be equal-or-less ( The programming (source) fix is probably to change just one character. Just made a separate support post about it, so SD migh
Moogle65535 The three planetary projects (Culling, Sanctuary, and Summit) are disabled. The --> at the end of the entry indicates a xml comment. <a id="ctl00_ctl00__Content__Content__RepeaterReplies_ctl05__LinkUser" class="hand" title="Click us
1) The AI shipsclasses are supposed to be hidden from the player, but apparently some do not have the AIOnly tag. For example the Frigates: TerranFrigate is a player ship class so it should not have the tag (and it doesn't); TerranFrigateL has true ; TerranFrigateP no true , but should have.