Popcornlord

Popcornlord

Joined Member # 3820363
0 Posts 0 Replies 4,168 Reputation

By "Tech tree mod", I mean a mod that greatly improves the tech tree. I really like Galactic Civilizations, but the tech tree is boring to me. Laser 1, Laser 2, Laser 3, yawn. I'm hoping someone has made a mod that has a tech tree more like the original GalCiv, or civilization, or most other tbs games. With lots of prerequisites and side technologies. If not I'll try something.

1 Replies 2,870 Views

If there is a flat amount, I really hope it'll be in python so a modder can change it for different conditions (techs, events, traits, etc) And Strawbdragon also brought up an important thing, although slightly less relevant. Can we make teleport cost mana equal to the number of units in the stack? So the sovereign can easily move himself and a few bodyguards around but it would be immensely difficult to move your entire army.

16 Replies 10,888 Views

I really like this idea, should help make cities stand out individually I would like it if the achievement's difficulty greatly ranged from 'most magical', which will be very common and change a lot in one game, to some that are so difficult they only appear once every few games and really shine as a legendary city. Pretty much the beast philosophy applied here. Ideas for achievements (competitive or normal): surviving some great disaster, whether random event or magic

4 Replies 28,951 Views

Just thought it might be easier to post the bugs I encountered all here. If separate posts are preferred, please tell me; I haven't had much of a chance to beta test previously. I'm running vista, advanced lighting off Graphics first: First, mysterious little ring of light to the south. On a beach, no special properties that I can see. Probably something I'm missing, but thought it best to report [URL=http://img267.imageshack.us/i/elemental1278077839.jpg/][IMG]

2 Replies 2,562 Views

After claiming a couple of cities I remembered that roads were working and made all my cities connect. The result? A strange double road from my capital (I'm not even going to bother to try to spell it) to my second city. It works fine but looks really strange: http://www.screencast.com/users/popcornlord/folders/Default/media/37d66d40-7802-40fa-a847-54f589020eca Also, there's a statue of a soldier of the empire I conquered. Nothing happens when I go on it's squa

3 Replies 1,842 Views

Here's a quick idea I thought would be good for tactical battles, when their implented: It seems like in every tbs game I've played with seperate tactical battles, the battlefield always takes from the defender's tile. Why? Why not include the attackers tile too, so the attacker can plan his advance on the enemy. And what about nearby units? What I'm suggesting is that during a battle, the battlefield is the defender's tile plus all of the surrounding tiles. This will make it feel mor

16 Replies 64,615 Views

After playing for a while (70 or so turns), happily conquering the world, the screen randomly froze. After a few minutes I hit ctrl alt delete and retrieved the debug: http://pastebin.com/m1febf569 I happened at the end of a turn, nothing seemed to be different than normal, so I don't know what could be the cause. I'm hoping the answers in the debug. (there's a few errors at the end)

0 Replies 782 Views

Instead of charging players gold after a building is done, I think it would be alot more convienent for players to charge them before it's started. Two reasons for this: one, it's easier on a player with large projects underway, so they don't accedently go into negative without realizing it, and two, right now it's a newb trap. I remember in my first game building a good amount of buildings and then thinking to check my reserve. 1,000 or so, I'm good. Pretty soon I was well

1 Replies 1,117 Views