Hello. Since there are a lot of Posts concerning Mega Events (what are they?, is this one?, what's going on?, where am I?), I figured this would be a good place to consolidate the basic MEGA event info and share our thoughts on the new Mega Events. So here is the MEGA event data that I have found in the Data Files. This is a SPOILER, so if you want to be surprised, go read something else. <B
denyasis
I would love for someone to prove me wrong, but the only place I can Find MEGA event data is in the UI files, specifically, English.str Here's its entry: [PeaceKeepers] A group of scientists on planet %s found a hidden control panel thought to be Arnorian in design. After translating the instructions on the control panel, the scientists were certain that they had discovered the means to achieve galactic peace! They activated the panel, which opened a wormhole in space, revealing g
Thanks Kenwebb!! Makes perfect sense! I'll give it a go! Keep up the good work man!
Welcome to teh game man, its much different than starcraft, etc. Some consider it a totally different genre. One peice of advice that really helped me was "don't bend over a dollar to pick up a dime" I started out my games colonizing everything in sight. This is not a good idea. You have some time in teh begining of the game to build a small scout ship and explore the areas around you. Research the Stellar Cartography tech - it will allow planets to show up on your mini map. That way yo
Thanks Vinraith! Like I mentioned earlier, it would be really easy to mod the Game yourself. But it would totally knock you out of the Metaverse. I guess its one of those things each person is gonna have to decide to see if they want to do it. Alternatively, you can just activate/deactivate the mod when you are in the mood for an SP or a Metaverse game. I want to play a few more DA games before I do it, just so I can watch the AI to make sure the changes don't mess wi
YaY! Thanks K R Y O! I must admit this is my favorite mod. Hehe, now I can do a Silicoids race from MOO and have appropriately rocky ships!! YaY!!
Wow, I'm really impressed with the "City" Ships. Are any of those in the Library? I'd love to use them as Starbases in my game! And Kenwebb, your Talent make me Jealous. Beautiful Ships. I have question, though. On your one ship BSG F-02 Frigate, how did you do those Cylinders that are extending from the front of the ship? I've had a hell of a time trying to make cylinders in the ship edit
Vinraith: Thanks for the info! I've never had the plague event, so all the info I have on it is from you guys and what I can scrounge up in the files. Xeno Biology has an AI value of 35 and considering that Xeno Biology is the first tech's available, it would stand to reason that it would be researched farily early in the game. Plague Cure and Disease Cure have almost Identical entries in the Tech Tree.xml File. The only Difference is thier ID (offical name for the Game to reco
I wonder if the Tech trading had anythign to do with the widespread anhilalation of the races. Also, to answer your questions about the priority of the Cure. There are 2 "Cures" in the tech tree for DA, "Plague Cure" and "Disease Cure" I havne't had the Mega event, so I am unsure as to which one will Cure the Plague, but looking at the entries, they both seem to be related to events in the game. Anyway, The AI value for these is only 30. For anyone not familiar with GalCiv mo
I can't say I ever used Tiny. I don't defend colonies. I have paid for that mistake once or twice, but essentially I learned from it. By the time you get into a full scale war where invasions are a posibility, you ought to have suffecient scan range and espionage to see the enemy (and his destination) well before they reach your system. A minor fleet of smalls or Mediums can cover several star systems and still take on enemy warships, where the token tiny cannot. In my
CantinaFly; They also changed the cost, HP, and Logistics points for the ships. It's actually pretty easy to update these values if you want to give it a swing. Here's how: 1) go to your DA Mods directory where you have KHSM installed. Mine looks like this: D:\Programs\GalCiv2\DarkAvatar\Mods\khsm 2) Once there go into \Data\ShipComponents directory and look for KHSM-BlankHulls.xml Open it up in Note pad - It has all the values for the Bl
Excellent. the screen shot look beautiful. I l;ook forward to this one!
Hey, I have a quick question abou the install. I know from experience that "upgrades" tend to be more difficult than clean installs. Would you all recommend simply "patching" (for lack of a better word) DA onto our Galciv2 install, or would it be more benificial for us to remoive our install, and download/install a New copy of GalCiv2-DA (ie install from scratch?) Thanks!
I'm glad there is no tac combat. Even turn based tactical combat has it's problems. A properly implemented tactical system would be its own game in a sense (Like the Total War series) and would detract from the overall experience that Galciv is. Not to mention, the problems in creating a tactical AI. RTW and even RTR (Total Realism mod for RTW - try it) have major problems with the AI - there are just too many variables for the AI to consider to create a sound overall strategy and sub-s
I like the idea, but I honestly think that a non-mercantile game style would become rather boring quickly. Transition from a mercantile game structure (ie, every 4x game out there pretty much) would yeild a game emphasized in economics expansion and domination, and quite frankly, I think many of us would find navigating the interstellar free market economy quite boring - otherwise we would all be day traders <img src="http://images.stardock.com/gc2/T_DL/smiles/Tongue.gif" border=0 ALIGN
There is an event, accompanied by a movie, in which kinda goes like this: "Our agents have been working closely with Agents of Minor Race. The Minor Race has informed our agents that they have sucessfully stolen all of the technologies from Major race. The Agents from Minor Race have indicated that they are willing to trade these technologies with us in exhcange for planets..." I've only seen it once and oddly enough, I haden't had first contact with the minor race at that time
I think the +70 is a very good trait to pick, especially for newer players. First off, thier planets will develope quickly, and being that a newer player might not know what aphrodisiac is, or how to get it, +70 becomes more important. Also since the ecomy grows quickly a newer player will be able to hang with the AI in teh begining and still learn the game, without nesecarily losing the game. Also, it it allows them to essentially ignore the farming tree (so thier morale won't go down)
North West, New Jersey, USA. Pretty mild weather - Hardley ever gets to 95F and almost never below 10-15F in teh winter. The trash from New York Keeps us warm, lol Trying to do teh Celcius in my head ummmm... 30's in the summer and (oh crap negative numbers) -5 in the winter ( I think).
I think every game I have ever seen, the AI is privy to information that the player is unable to get. I have also noticed the behavior where the AI seems to bullseye for habitable planets. I can still out colonize them by sheer production volume, but that behavior is still there. I would bet that the AI does know where a habitable planet is, but does not know it PQ value. This would both explain the behavior that TheWizardKs (rushing imediately to a habitable planet) and gallagher118 (p
I would tend to agree, General Pants, although I think it ought to be a diplomatic option for all races (both major and minor). I think it fit within the context of the game perfectly and would add another dimension to diplomacy. Do you want to attack Weak race X when they are a protectorate of Strong race Y? Furthermore, it could be linked to the conquest victory (if everyone left is your protectorate, well, you one). Although I would agrue that it should be very difficult to aquire a protector
I fully agree With the ability to demolish enemy Capitals but not your own. I think that would keep the intention of the Capital intact. I also agree with teh AI. No matter what it won't be "perfect". I mean, all of us can argue till we are blue inteh face over what buildings we wold build and in what order ( and we are living breathing people, not computers). That said we could all come to a general template of what I good colony might be like (Factorys, Banks, Farms, etc). Perhaps
I don't think it is totally possible to compare Different AI's from games directly. Why? Well even in teh 4X Sc-fi genere, there is enough variation between games that they would be handled totally differently from game to game. Take Ship design in GC2. It is very simple (attack vs size vs type) when compared to MOO2 (attack vs size vs type vs special vs imporvements). Thus (hopefully) GC2 AI has an easier time building useful ships than MOO2. Its a double bladed sword really. The mo
In terms of atmosphere, I think the Game could use a little work. Perhaps wither modders or devs will take up the challange. In one sense, even little things could make a srastic improvement. One example would be when your Civilization completes its current research, instead of a screen with a graphic of a generic robot, the graphic would have a member of your civilization (ala MOO2). Other things like mutually exclusive race bonuses (IE your civ is more "hearty" and th