Ohh, I think I see what the problem is now. It's the Map Size. It was Big McLargeHuge.
Ozar
[quote who="GoaFan77" reply="1" id="2542762"]If by the map designer you mean the in game one, I'm not sure if you can, though it would be in a great guide that is stickied in the mod section. If you mean the galaxy forge map making program, there are a couple values you can change in order to reduce the distance between planets. [/quote]Yeah I mean the in-game one, and I already checked the guide. No matter how I fiddle with the sliders on Phase Lanes it seems to have zero effect.
No matter what I fiddle with, I can't seem to accurately control the phase length size. In a 10 player map I'm making, it frequently takes 40 seconds to over a minute to make the first jump from the HW. I tried making a 2P map with only the HWs + 2 satellites & sun (In other words deleting everything) and it takes about 7 seconds. Same for a random map. Short ones near the home world take around 7 seconds, longer ones maybe 20. With the 10P map, it's time to break out Moby Dick and War &a
[quote who="MichaelCook" reply="28" id="2534707"]Yeah, I understand what your saying. There are things in games that annoy me too, and I wish they could be changed. But thats all part of game evolution, its those little differences that make each game unique and each special in their own little way.[/quote]If by "special" you mean "terrible." Games get bad reviews because of annoyances that weren't changed before release. Games that are intentionally obtuse are rarely enjoyable. And "My way o
Only Yes for the player in a campaign/story mode. Personally I'd prefer if death were a temporary setback ala the Sauron example. To avoid the "hunt down the remaining enemies" problem I think it should be tied to an artifact of some sort. Sort of like a mobile capital city. If it hasn't been "deployed" and your sovereign bites it, then game over. This lets you have both a "capital" site while allowing your sovereign to move about (Though there could be bonuses for keeping all of your
[quote who="MagicwillNZ" reply="21" id="2533558"]I'm suprised you even picked up curses and horror marks being a big problem.[/quote]I always get this. Every time! "But it's not a problem if you.." This is completely beside the point and sidesteps my grievance. Let me put it this way. If there were a spell that did absolutely nothing except put a dunce cap icon next to a character's name, I would want a way to remove it. The fact that it has no effect on gameplay does not matter to me
[quote who="MagicwillNZ" reply="14" id="2533102"]If you didn't want your pretender to be at risk, you didn't use him. Nuff said. [/quote]Replace the word "pretender" with "sovereign" and imagine how fun Elemental would be like that. :P
[quote who="jshores" reply="13" id="2533007"]The Ozar guy is not giving you people the whole story. The developers of Dominions have never come out and given any attitude that would suggest NO, YOU WILL PLAY THE GAME OUR WAY AND NO WE WILL NOT REMOVE THEM QUIT ASKING.[/quote]Not with such a hostile tone, but they DO come right out and say it in the FAQ! [quote]The truth is very few Dominions players complain about horror marks, curses and especially insani
[quote who="Raven X" reply="4" id="2532044"]If you've got some kind of "affliction" in a game there should ALWAYS be some kind of way to cure it. Not being able to break something like that is a plain out FLAW in game design. Whoever thought that up was a moron. [/quote]No no, see, it's a "design choice." Like not having a save option (Note: the game is ironman saves only.) Here's what their FAQ has to say: [quote]Q: How do I remove the Curse? You don't. Curse is permanent a
Anyone who's played Dominions 3 should know what I'm talking about. Now, see, contrary to what you might think, I am not saying, "Hey, I like this feature from this game, please includ-" NO! That is very wrong! That is the complete opposite of my intention! I want to make sure that such things do not taint the game! It boils down to this: If there is a permanent, irremovable by any means status ailment, I want it OUT OF THE GAME, or at least the ability to cure it.
[quote]What size map? Maybe it's a map thing.[/quote] I've suspected the same thing. Especially if the stock maps have any hidden special settings that might affect Diplomacy.
I had this problem in 1.02 also, [link="https://forums.sinsofasolarempire.com/303289"]wherein[/link] the AI players were obviously conspiring against me. Or maybe it was the map. I tried the same map.. what was the name.. it's the second one from the bottom of the small maps. But I didn't think AI settings would change like that based on the map.. would they?
Although it's the end game, the TEC superweapon can obliterate a pirate base with two shots. After the base is nuked, no further pirates will spawn; only the defense fleet around the pirate base will remain.
So the top player is attacked.. but so is thhe weakest, so aim for #2? :P The valuable planet thing might have been it, although it was only valuable because I made it so and I was playing as Advent (Desert planet, not as useful to the two TEC players.) In any case throughout the game I noticed both AIs would have a fleets present in the same system but would only attack me, much to my frustration. I tend to build a balanced, 'round numbers' fleet. For example, -1 Capital S
I'm still learning the ropes of the game. My last game was a FFA wherein I played as the Advent for the first time against two TECs. Although I received numerous missions from both computer players that generally involved sabotaging the Other Guy, the computer players made no attempts to directly attack each other. In fact unlike myself, they were able to leave in single, defenseless colony ships in another computer's system without being attacked. Not once did they fire upon each other; only
I also have this problem on my machine. I've tried reducing all of the graphics to Low, but the planets remain transparent. Ships and Asteroids etc. are all fine though. Oddly enough, Stars are not transparent, and I could swear that some of the planets in the menu are opaque. I have an old Radeon 9250 with outdated drivers though (Newer ones cause catastrophic instability with 3D apps.)
Personally I would like to add the ability to not accept surrenders, as well as attaching an ethnical alignment your decision. For example, the Evil choice would be to simply disallow the surrender. Make it clear that there is no escape from your wrath regardless of what flag is waving over their planets. The Neutral choice would be to accept the surrender (Whatever it may be.) The Good choice would be to spare the civilization and simply begin peace talks in the [special] diplomacy win
You don't like role-playing games? Surely you mean PC RPGs, and not Japanese console RPGs.
This screen will allow you to get a better feel for their strength...when they are builidng up or losing ,military power. Good tip, but you would have to sacrifice the random event wars to do it (by using espionage spending). I like the random event wars so as a result, i can never use espionage spending. Random event wars? You mean like, when the leader of x is assassin
Heh, I just asked this the other day. https://forums.galciv2.com/?forumid=346&aid=145679
Ah, I think I'll try that then. Thanks.
Does anyone know what the default settings are for a new galaxy on a fresh install? There does not appear to be a "Clear" or "Default" button to do the job..
I support the idea of making pirates into a special "minor race." It's strange how all civilizations are always at war with something that currently has an only periodic existence. Like real life though, there should be a "Golden Age" of piracy followed by sharp decline and eventually all but disappear. I would also change civilizations to no longer automatically be at war with pirates. The idea that the entire civilized world collectively came to the agreement that pirates were conside
Like minors, pirates could just periodically occupy some Quality 0 planet, albeit in secret, and launch raids from there.
How feasible would it be to implement a feature where you "link" a Starbase to a specific planet so that any fleet that wishes to invade that planet has to go through the Starbase first? Assuming it was possible to implement, how many people would like to see this?