Valakov

Valakov

Joined Member # 2426417
0 Posts 17 Replies 477 Reputation

All planets focus on research/military/social keys would be verrry nice. or just a "master" button on the planet list screen would work too.

29 Replies 156,187 Views

[quote]Really all you'd need would be an option to specify one-per-ship in the xml. You could then just use an HP booster module to give HP, negative size, and an appropriate cost. [/quote] Kryo, will there be a new qualifier at some point for modules? ie, RequiresHullType-Cargo-RequiresHullType- ? and, a one per fleet qualifier as well? by setting a specific hull type for cirtain modules (heck, or weapons/defenses etc) a whole 'nother world of flee

13 Replies 3,779 Views

ohhh yeah, forgot to mention, if mega events are not going to be moddable in the near future, at least allow for some of the options that are mega-event specific to drop down to normal events please. (ie events that effect galaxy sectors, ship generation, etc)

228 Replies 165,261 Views

[quote] The one thing that keeps recurring that I absolutely agree with is the ability in 'options' to set how often mega events, UP meetings, new anomolies and anything else so that you can have a game that is almost compeltely random or more straight forward. [/quote] nod to the above quote. also a notification as to what the UP vote will be on prior to the acctual vote, allowing for some influence dickering. (or, my civ will give you xbc if you vote this way etc.) <

228 Replies 165,261 Views

orriginally posted in game talk but eh. After reading quite a few threads, and playing pretty much exclusively huge/gigantic galaxies, i would like to suggest that a look at how the ai desides what is a useful ratio of transport to regluar ships might be in order, as a way to increase difficulty, especially in regards to late-game (when most techs are researched by all civs that have survived the Mid-game wars) As an example, in the current game im playing, the most powerful en

382 Replies 106,489 Views

Alot of minors go "stagnant" do to the fact that they all have a coresponding major race that acctually controls thier ship range, therefore if that major isnt present, or gets killed off, the Minor basically has zero range. search for some of my earlier posts on the subject, did a bunch of testing etc. if you are not playing metaverse, you can somewhat allieviate the various issues by increasing the minor's stats in racecfg, but even with significant increases in stats, the mi

13 Replies 3,665 Views

just about 9 times out of 10 i find that the turn button issue is caused by a ship in a rally point having not cleared all its moves when the turn button is pressed, or not joining a fleet when entering a rally point. most of the time once your turn button grey's out, but you still have move control you can simply hit the find button and move those ships with postive movment left. gennerally the bug occurs after your auto pilot moves have happened, therefore it doesnt take too long to

25 Replies 14,425 Views

After reading quite a few threads, and playing pretty much exclusively huge/gigantic galaxies, i would like to suggest that a look at how the ai desides what is a useful ratio of transport to regluar ships might be in order, as a way to increase difficulty, especially in regards to late-game (when most techs are researched by all civs that have survived the Mid-game wars) As an example, in the current game im playing, the most powerful enemy (status with me, at war) currently

0 Replies 2,216 Views

just about 9 times out of 10 i find that the turn button issue is caused by a ship in a rally point having not cleared all its moves when the turn button is pressed, or not joining a fleet when entering a rally point. most of the time once your turn button grey's out, but you still have move control you can simply hit the find button and move those ships with postive movment left. gennerally the bug occurs after your auto pilot moves have happened, therefore it doesnt take too long to

13 Replies 8,622 Views

Cari, yes it’s a bit of an older thread, but wanted to put my 2bc in, hopefully you are still looking at it and if folks like it, perhaps pass it on. Firstly, the AI does a good job of making sure that “border” planets are guarded with ships in orbit, however, since they defend one at a time unless the AI still has room for the fleet manager, which more often then not it doesn’t build, it becomes a somewhat trivial matter of picking them off. I suggest that all planets shoul

178 Replies 184,433 Views

[quote]There are so many thing not moddable in this game, I wish everything could be moddable, but then, we could just release our own version of the game and sell it, not sure this is what the Devs want... [/quote] Naw - with the product mostlikely nearing its "end" at least for this version (gal2) when 2.0/twilight lands, i would just like to see more stuff opened up before Stardock moves on. Why wouldnt they want word of mouth/mods to drive additional sales post product cycle? <

14 Replies 9,778 Views

[quote]I think the range thing is just you. On the tiny maps I've been playing of late, my flagship has nearly full range of the galaxy regardless of starting. In the larger map sizes, not nearly so much. [/quote] Range is proportionate to galaxy size. so, load up a tiny map, take a look at your survey ship, note the range in the information screen, then load up a gigantic map, and do the same. What im looking to do, is eliminate that range bonus for larger galaxy size entirel

14 Replies 9,778 Views

A few more.. Maximum number of starbases per sector Starbase cross-bonuses - ie, cannot make a "defense" module that adds to culture,ship assist, etc even though "defense" modules are useable by all starbases. Is it just me, or is Range more dependant on Map size then on Range abilities?

14 Replies 9,778 Views

only issue ive ran into is probably of my own making.. have a ship style that uses both mining module and survey module, if one auto is activated and then the other is activated (any order) you sometimes get a grey'd out turn button.. until you stop the ship from one of its auto's - also saw in a custom scenerio with dreadlords enabled a dreadlord mega-event, the "primary" dread lords planet doubled in quality, had two starports/capitols.. and once you caputured that planet, s

36 Replies 62,902 Views

just downloaded. day off, have a darn cold (yay michigan, from a high of 90 to 45 in two days rar). wondering if you could take a look at the "Crtl L" cheat/feature and bump the population up from 100million to 1b.. would make testing mods etc much easier. as always, thanks for the time and passion for perfection.

36 Replies 62,902 Views

Just out of idle curiosty by someone who continually "tinkers" with the game.. Will more of the Hard-coded options become available to modders in the future? for instance.. Events stop once xeno-ethics is researched.. but there is litterally a plethora of modding options that could be done if this was eliminated. IE more Cause-Effect type choices - your scientists have desicovered a way to increase over-all ship defense, however the power requirements would decrease weapon sys

14 Replies 9,778 Views

I dont think it is possible now, but with Twilight right around the corner, will there be a way to limit weapons/modules to specific hull types? I have been off and on tinkering with various aspects of the game practically since i started playing, and one of the things ive always wanted to do was limit the "end weapons" to large / huge hulls only. As a secondary request, is there a way to notify the player when the OTHER races build the first large/huge ships? - something to t

1 Replies 3,022 Views

Happily, the game is moddable to the extent where most of these issues can be addressed. (the downside being, no posting to the metaverse if that is your cup of tea) what i did, since there is no "tourism" ability to increase, was to give the Gal resort a 40% morale bonus + a 15% planet based Econ bonus, therefore making it a bit more reasonable for both the ai and myself to build. S.P. Center i simply added a 10% planetary defense bonus along with the morale it offers - seemed

57 Replies 31,963 Views

Amazingly good, and Amazingly quick work Cari & company. all three games with the Assert errors i had are now running perfect at 50+ turns each. Couple quick suggestions, while you are looking at multiple decommisions on the new lease tab - is there a way to set up upgrades from the same tab, and a step further, allow for "fleet" upgrades? (ie instead of upgrading one at a time, or all.. upgrade all ships of X type in this fleet?) Govener's are nice, as i emailed thou

44 Replies 62,226 Views

If you really want, you Can fix the 2121 ship lingering error yourself, but you might have to use cheat codes to do so. load a save game a few turns before the crash, find the offending ships from your debug file, ctrl+shift+w to change them over to your Civ, and then destroy.decommision them - what seems to be happening is they are duplicating themselves when upgrading. have had it happen a few times now on gigaintic / 9 civ games. Ive also had luck with just declaring war and killing

21 Replies 8,517 Views

Any chance we will see improved Minor race AI ? at least as a scenerio option? Allowing them to colonize and invade again would make for alot of interesting situations - to keep them "minor" would be just a matter of slowing thier research production and perhaps starting out w/o any techs. - Idealy would like to see the minor's even get thier own vote as a confederation in the UP,(i.e. all minors act as a total of one civ when voting) allowing them to produce influence but at again a reduced fac

76 Replies 87,571 Views

Just the annual question.... Will Minor Races get some attention? If even giving them a (scaleable?) 100%-300% increase in research cost, and starting out having to research everything yet to colonize (i.e., allowing them to colonize eventually, but NOT starting out with a colony ship, or the techs needed for it,) would make for a verrry interesting immense map. - Could even give them ~ 25% of “normal” races influence to simulate their status, thus allowing for defecti

246 Replies 175,631 Views

While looking at this, please also consider allowing modification of the various "random" and other time-based events. would love to be able to set the UP voting to every 6 months, being able to not only turn on/off mega events but also be able to adjust thier frequency, along with the frequency of the random planet events as well. (as a side note, always seems strange to me that once an alignment is picked, there are no more random planet events) reappearing anomoly event is m

228 Replies 165,261 Views

things id most like to see. 1) Open up the hard code just a bit to modding when it comes to both time related and random event types. i.e. a) U.P. Voting - love to be able to set this to bi-annual, quarterly etc. b) Adjusting the planetary colonization, random ethical event chances and Mega Event chances/timing. Mainly, to allow for creation of events that are NOT based on good/evil, and to allow for easier testing of such. (erm, is it possible to trigger an event based on

400 Replies 127,102 Views