EstyleS

EstyleS

Joined Member # 444597
0 Posts 1 Replies 309 Reputation

[quote who="parrottmath" reply="70" id="3370178"]So, the only solution I can think of to solve this would make it so that the loss of the world wonder, would result in your faction never being able to build it again. Not sure if that would be better than the ability to build the world wonder and the base again.[/quote] Is it possible for the presence of the wonder to block the construction of the base? Like RestrictedAbilityBonusOption can block items based on, say, NoArmor or B

191 Replies 535,600 Views

I'm not sure my text graphic made any sense, but basically you would research enchantments, which would allow you to make like Fire Rings and such. And you would research Weapons. And if you had both Enchantments and Weapons researched, you could combine them. Magic versions will cost less metal, but not 0 metal, in general. I feel like in the current game, magic weapons are just way better than non-magic, to the point where if you're playing strict min-max,

32 Replies 32,452 Views

[quote who="halmal242" reply="13" id="3370139"] This is something I attempted to address when I tried to make armor/weapons/training mod. As has already been stated it should be more of a weapon, then improved weapon design, and then a lightly enchanted weapon, and finally a heavily enchanted weapon. With this being iron => same iron better design => iron + little crystals => iron + crystal even of each.[/quote] I found the thread on your weapons mod today w

32 Replies 32,452 Views

Eh, agree to disagree I suppose, but when I saw this complaint first (unlike Glowing_Ember, I have kept count - 3 times so far), after playing the game, it was the farthest thing from my mind that this could be working as intended. It just doesn't make any sense to me. Would it be overpowered for a unit to be able to attack and keep its defense bonus? I don't think so. You say that otherwise the Defender would just be pinging away for 5 damage, so since he mi

17 Replies 22,903 Views

Resurrecting this one a little bit - I understand the time issue, and I will continue to ask specific questions as I have them (I'll use the modding questions thread from now on - sorry about starting my own thread for the last question), but this would be incredibly useful. Just to have a list of Enum definitions, header files, whatever... some way of knowing what tags and values are reasonable options other than guessing. A lot of it is gleaned by explor

8 Replies 7,434 Views

I'm interested to hear the progress on this, but I have a question: What size maps are you playing? In the games I've played so far (mostly normal size maps), I've gotten a pretty balanced number of Crystal Crags vs. Iron Deposits, and usually am harvesting a lot MORE Crystal than Iron, though mostly due to targetting those spots and upgrading those improvements more heavily. I tend to end up with a lot of excess Metal, but that's just because I don't use the m

32 Replies 32,452 Views

I find it interesting that everyone is talking about melee assassins. I tend to make my Assassins and Commanders with ranged weapons, and a bow assassin seems to work pretty well. Do you guys think melee assassins are stronger? It is kind of nice to concentrate on crit damage and ignore defense... though there are the golems and statues to worry about...

34 Replies 32,488 Views

[quote who="Glowing_Ember" reply="2" id="3369793"]I have lost track of the number of times people have said this very thing.[/quote] It's likely that people keep bringing it up for a reason... [quote]I have a two part question: 1) where do you draw the line as a designer between players complaining that "this power doesn't work the way I think it should" and clear decision that the designer is going to stick with what they decided? What do you do when you si

17 Replies 22,903 Views

Ah, so you're saying that you can't modify the Amarian Tech Tree, but you can create your own tech tree and modify the race configs to use that. Okay, I can live with that. I see now why so many mods have to say things like "compatible with CoS" - it seems like the way they did mods is not as "modular" as it could be. Like looking at the weapons xml, the bash ability is duplicated under every blunt weapon. I feel like if it was up to me, I might have abstract

5 Replies 8,201 Views

I'd even be okay if it lasted until the Defended unit attacked (not including a counter attack), or something like that. Even if you had to Pass with the defended unit in order to keep it, at least it would have some use and you could plan around it. Ending at the beginning of the unit's turn is too random and often useless.

17 Replies 22,903 Views

I'm so impressed with the overall design of this game (finally a good modern MoM-like) - unit design, city customization, etc... but I just feeling like it needs more. More factions are already available with CoS (I'll need to try that one soon), but I mean more content. One of the things I'd love would be an expanded tech tree, so I was looking into the xml to see how hard that would be to mod. Most specifically, I think that magic weapons should require t

5 Replies 8,201 Views

For me, I like playing with Auto-Turn on, but the one thing that annoys me is the turn ending while I'm adding to a build queue. I wish that the game would wait until after I click "Done" on my city before checking for turn end. It basically causes two issues - a) I want to add a couple things to the build queue, but as soon as I click one of them, it processes and whips me off to another part of the map to move a unit. b.) with manual placement on, I try to click some

5 Replies 26,698 Views

[quote who="Azunai_" reply="2" id="3369470"] there's a keyboard shortcut for ejecting all units that are currently in a city (the "V" key). leaving a city doesn't cost movement points, so you can just send the units you don't want in your army back into the city.[/quote] Is this true? I could swear that I've had instances where I can't pop armies out of a city because they have no movement points left, as well as situations where I popped

7 Replies 11,567 Views

So, I just downloaded the newest version, and restarted my computer. When I run GalCiv, the intro movie plays fine, and then I'm presented with the title screen with selections for Start a New Civilization, Load a Civilization, etc... I can move the cursor over the buttons, but clicking on them doesn't do anything. Is this a known issue that has an easy fix? I tried searching for help on this, but couldn't find anything relevant. I was able to run GalCiv fine before the update.

1 Replies 91 Views

This is pretty close to the worst forum software I've ever seen. If stardock likes it, so be it, but it's absolutely painful to follow threads. At the very least, it would be nice to be able to see all posts that I have made, so that I can go back to those threads and see if there have been any replies. (Is this possible already? because I certainly haven't been able to find it...)

48 Replies 2,210 Views

I agree with your assessment, but not with any of your solutions. In my opinion, the best fix would be to make stuff that's +20% to speed actually give a percentage bonus, rather than a straight +2. In order to keep speeds relatively high, ships like the frigate and scout should start with a little bit more speed. Then, true speed (T), should be related to base speed (S) and percentage bonus (B) by the following formula: T = (S + 1) * (B + 1) - 1. The S+1 is to account for s

33 Replies 2,069 Views

"It is sounding like we're asking the AI to have the complexity of a human mind. This not very likely to happen. The best would be for the devs to pull off some kind of illusion of human intelligence. " I think this is the reason why knowing the resolution ahead of time would be a bad idea. If you let the player know the resolution, you'd have to let the AI know, and then allow them to react in some way. Otherwise, if the player knows it'll be a useless resolution, he sells away his

30 Replies 986 Views

Note, however, that a Dreadnought costs *much* more to maintain than a Battleship. Also, people who love Rangers so much should note that Rangers cost more than Dreadnoughts, for the same attack and lower defense. Of course, they have 10 more hitpoints, but I'm not sure that makes up for their deficiencies. They can investigate anomalies, but by the time you can build them, the galaxy should be a pretty clean place (and your Survey Ship, or Ships, should be as strong as Dreadnoughts,

28 Replies 1,302 Views

I believe that proposing your own issues was discussed at one point, and it was decided that it was too abusable. If you get a big influence lead, you can basically use the UP as your puppet to really make life miserable for the other civs. Now, if the UP met more often, it would be possible for each race to get a chance to propose an issue every once in a while, which would seem to be more fair. Of course, the ones without much influence won't see much chance of their issue getting p

30 Replies 986 Views

To clarify what I mean when I say half of the UP resolutions are irrelevant... I like most of the UP resolutions, and often times they can have great effect. But things like banning Terror Stars at the beginning of the game in a small galaxy, or giving Transports an attack value at the end of the game (when everyone uses Combat Transports anyway), are essentially irrelevant. Actually, most resolutions are pointless once it's obvious enough that you're going to win. Even if the resolution doe

30 Replies 986 Views

I always thought the United Planets was a great idea for this game, but it doesn't seem to play much part, in my experience. It seems like forever between UP meetings (what is it, like once every 4 years?), and half of the time the issues are essentially meaningless. It would be kinda cool if you could select the referendums, but I can see how that would be easily exploited. But why doesn't the UP meet more often? I would be able to deal with it as often as once a year. Even once ev

30 Replies 986 Views