sjaminei

sjaminei

Joined Member # 4872723
6 Posts 174 Replies 11,640 Reputation

We need more evil stuff to do. Preferably with great graphic effects. Where are my terror stars etc.? I need something to punish my enemies greatly when they deserve it! ;)

44 Replies 68,264 Views

[quote] 1: you build a rather costly vessel. 7 times. [/quote] Costly? Say what? Compared to my military ships, that thing is nothing ;) However, I agree with you that the rewards for the effort spent is somewhat lacking at the moment. [quote] 4: 2-4 of your trade partners decide they don't like how you treat your own citizenry (execute summarily or pet on the tummy, it don't matter) and de

6 Replies 36,812 Views

[quote who="leiavoia" reply="66" id="3585151"] Thoughts? [/quote] Too much sense for this forum probably ;) [quote] Can we think of a strategic reason or gameplay obstacle that necessitates non-specialized planets? [/quote] This is a good question. I would think wealth production could be tied into it, but that would need an overhaul of the wealth buildings and techs to prevent specialization in that department. Another way would be

95 Replies 588,133 Views

[quote]That is, most people just play as the Terran Alliance (which kills my soul given how much budget has been spent on the customization aspects) [/quote] If you have, you should have made a better interface for first timers ;) If you do not know what the hell is going on, you sure as hell don't want to screw up with customization at the start. Say, you could have made some sort of "soft" customization for all races at the very start instead of a standard tem

18 Replies 35,405 Views

[quote who="Hamilmac" reply="5" id="3585075"] I agree with you. Civ V, I believe, had this as a possible victory condition. It would help the game, though, if the AIs could understand the strategic stats and adjust their individual and collective strategies accordingly as the game progressed. [/quote] Civ V had that whole capture capitals thing. Civ4 was the one with proper do

10 Replies 43,351 Views

[quote who="BuckGodot" reply="7" id="3585018"] Depending on just how much of it is hard coded, how much of it is in XML files [/quote] Pretty sure we need some hardcoded stuff available in XML to be able to mod it in the game. But hey, some more UI stuff moddable should be a good thing? They could release more stuff to mod if they made available more menus etc. in game ;) @Khazdec [quote] I want a science world: build labs put planetary wheel to 100% scien

36 Replies 112,499 Views

[quote who="naselus" reply="26" id="3584860"] Will the removing of the wheel mean a significant reworking of the fundamentals of the economy or not? [/quote] I think the main issue will be whether it's worth doing such a rework, or just create more micromanagement options to compensate for the loss of the wheel. (I understand why they removed it, it creates too big of a gap in "skill" when you use it right, easier to balance the game without it) My suggestion earli

95 Replies 588,133 Views

[quote] We ARE going to get rid of the per planet spending wheel. I know many of you like it but it is just incredibly tedious to deal with and violates the general spirit of GalCiv (there's a reason we never had this in previous GalCivs, it's not like we hadn't thought of it). In its place will be something different. We'd like to hear what YOU would like to see in there. [/quote] If you remove the wheel, please consider buffing/tweaking the uniq

95 Replies 588,133 Views

[quote who="The Sisko" reply="5" id="3574210"] Since 1.1 came out the Steam score has reversed and has jumped 4 points. Looks like Steam workshop integration was pretty important to a few people. [/quote] We need to tweak those scores now?

6 Replies 25,722 Views

[quote who="naselus" reply="54" id="3580822"] This is where you're simply wrong. The AI issues are not the result of imbalances in the game. The AI issues are a separate issue in themselves. Fixing your very minor list of complaints (which, as I've stated, really doesn't take very long at all) does not magically fix the fact that the scripted AI cannot actually react to anything . As I said, the list of triggers for the AI is just turn, tech age, victory condition, war, an

106 Replies 462,103 Views

[quote who="naselus" reply="47" id="3580557"]Um... not particularly massive, I addressed the majority of this list for IAB weeks ago. [/quote] Tweaking the numbers in the xml isn't the hard part. Finding the right numbers is. You would need to balance it for different map sizes, total habitable planets etc. The current fixed tech cost is probably not working properly, and some LEP tech cost scaling might be needed to make research harder and the snowball effect less. Testing stuff

106 Replies 462,103 Views

@wpkelley41 I've been tweaking the map settings a lot with my mod, and I can tell you from experience the difference can be huge. (but keep in mind that lots of stuff has changed due to patches) The number of starting planets is probably the best "booster" you can give the AI. However, that does not change that game is currently somewhat broken, and how you play the game will massively effect how efficient the AI is. This means you can get completely random results depending on the map as

106 Replies 462,103 Views

The AI seems to get a lot of flak for many issues not really connected to it at all. I would argue that you creating the optimal fleet with Missiles is the main issue here, not the AI stuff. Missiles are OP when you pick the right techs/modules, and should be nerfed. And lets not even start with carriers ;) Research is also out of whack. The last military techs are way too cheap and OP, and too easy to get with a research focused empire, leading to exactly to what you see there. If th

106 Replies 462,103 Views

#1 Make unit map commands that work only when detecting hostiles. I do not want to "reguard" my defender just because some stupid neutral constructor just came in range. I only care about the units I am at war with. Also not sure what the detection range is, but maybe increase that a bit as well? I use mostly starbases for detection, and sometimes units do not react even when enemies are somewhat nearby and visible. #2 Give us a warning when the Birthing project hits the population ca

68 Replies 339,580 Views

Hmm... after some testing with my custom race you just lose when removing all planets in a starting system, even if you edit true to false in the faction file. Seems the creation of the starting ships is tied to the homeworld somehow? So an easy solution is probably not going to work. Maybe if you create some triggers or events, but that is fairly advanced stuff. I suggest you go with Skukkuk's suggestion of a useless planet

6 Replies 8,756 Views

I created my own star system for a custom race. You can create something new from scratch that is not selectable in the menu, but totally compatible with all mods, if you create the custom race XML first. (a tad bit more work, but the option is there) Anyways, the files you want to edit are: PlanetDefs and StarSystemDefs for the basic coding. A 26 tile planet could be troublesome, but if you are content with the Iconia artwork, that planet should work fine. (just copy all the art from that pl

2 Replies 7,472 Views

I really hope that when they rework the invasion issue, we don't get stuck with 1 turn decisions. They are both unrealistic, and not very fun. You should be able to answer an invasion, and reinforce an ongoing one while on the offensive. (this could also help with the "lost" ships while attacking, let us keep our ships) It really should take multiple turns conquering something as massive as a whole planet. I'm also not sure if you should spend planetary tiles on defense, the buil

12 Replies 59,850 Views

You can build a "road" with starbases towards your enemies if you do not want to touch ship designs at all. But really, you just need to put some more life support modules on your ships, and they should be able to travel across the whole galaxy easily.

7 Replies 17,675 Views

Yeah, there is no number to tweak, but every spawned system on the map has a defined star from that file. Changing the star in that file will increase/decrease the spawning of those stars affected. The map generator seems to randomly pick from these systems when creating stars on the map. So the more you have of one kind, the more it should spawn. I haven't been counting but my best guess is that is how it works. (Instead of running through the list over and over when creating star system

4 Replies 6,392 Views

StarSystemDefs.xml is the file you are looking for. The system group (bottom part of the file) there seems to control the number of each star you get. Just change the type of a couple of stars there and you will get more or less of your wanted kind.

4 Replies 6,392 Views

[quote who="The Sisko" reply="9" id="3577345"]I don't really care what you read into it.[/quote] Then why care enough to post that garbage line above? If you really didn't care, you wouldn't reply at all. I was really just curious if this was really a case of laziness, or some sort of "mod-phobia" thing that many people seem to have going for them. [quote who="naselus" reply="10" id="3577349"] Have you bothered to learn how to use the mods for every game you've

38 Replies 56,674 Views