Excellent, thanks for the help. I'll put on lots of habitable planets and lots of extreme planets for the galaxy I'm looking for.
Ddraig
I've searched the forums and see this question answered both ways, so I wanted to create a topic on it specifically. I know that the length of a trade route affects income, and that the population of the worlds in question also has an effect, but does the economy of the planets in question matter? For example, would it make more sense to set up a trade route from a class 10 world with an econ capital and lots of markets or a class 15 world with high population but no econ buil
A quick question that I've had trouble figuring out just by playing with the game settings. Is the game setting for 'extreme' planets a subset of the total number of planets, or a subset of the number of habitable planets? For example, if I want a universe with a large number of radioactive, toxic, or high gravity worlds, and a small number of earth-like worlds, I would clearly set 'extreme planets' to its highest setting, but would I want '
Do you have a forum topic? A thread dedicated to your mods? I've gotta second what Dragoon said, it doesn't matter how good the mod is if no one knows anything about it. Get a good description up, easy to follow links, some screenshots, etc. Until this post I didn't even know that the conversions existed, not that I looked very hard.
There are a couple ways to determine what ships in a fleet are affected. The simplest would be a routine that says to carry the slowest ships first, then work up to the fastest until the hanger is full (if ships have the same speed, grab smaller ones first). At its core I see something like this as one routine with a couple loops, an ordered array, and maybe a temp variable for holding the ships' old speed. I'm sure there would be a more too it than that, but I don't see how it would
What I think would work pretty well, is if the results from ethical dilemmas depended on the natural alignment of the race. So an evil race like the Drengin would get similar results to what we have now. A good race would get bounuses from picking the good choices, basically the reverse of what things are now. Neutral races would gain a less bonus from neutral choices, than the other two from their natural alignments, but
Read this a couple times to try an understand for sure... It sounds like there will still be a basic tech tree but lots of unique tech branches per civ. Or am I wrong and the entire tree will be different for each civ?
I'd definitely go for some more expansion packs. I enjoy galciv II a lot, but with some attention in certain areas it could make the leap from enjoyable to ridiculously fun. The area that comes to mind for me is the combat system. In a sequel I'd love to see interactive combat, but for an expansion I think it'd really help to just have a slightly more involved system. Not a lot, not too complicated, but small changes, like a variable for miss-chance so that the giant space guns aren'
I don't understand why the idea of carriers has to be so complicated. Add a ship component (I'll call it a "hanger") that does NOTHING more than increase the range\speed of the other ships in the fleet to match that of a "carrier." (the ship holding the "hanger" component). That's all. Don't worry about limiting the size of ship it can "carry." Each "hanger" will affect a certain number of logistics points worth of ships. A bunch of tiny, a couple small, a single med
I had the same problem and actually had to uninstall and reinstall the multimedia folder through stardock central to fix it. Hopefully the reboot does it for you, just saying what I had to do.
In the game I'm playing now the AI players all have different strats. My first war I used missles exclusively and my opponant didn't have defense against it. By the end he was loading his ships down with point defense (I thought that was very cool by the way, but it was probably just a coincidence). He also used all beam weapons. In my second war the AI player used missles and had mass driver defense mostly. I also know that one of the other AIs has tons of beam reasearch done, an