TOV

TOV

Joined Member # 2493653
0 Posts 0 Replies 7,640 Reputation

I have been thinking, and I believe what I want from the expantion is more diplomacy. I think Stardock will be adding in new treaties, which is a good start. In addition, I have hearded countless complaints about how the Alliance Victory is too easy. This is what I would love Stardock to do to change to make it more interesting. Currently, when the player make an alliance, the relationship slider goes all the way to the right (as high as possible). I propose that instead the relationshi

93 Replies 65,348 Views

I do not know how to do this. I am simply hoping Stardock will come and read this. Speaking of which, does anyone know a more direct way to get Stardock's attention? Does this forum hava a PM feature? Does anyone know Stardock's E-mail?

8 Replies 13,140 Views

I have hearded countless complaints about how the Alliance Victory is too easy. This is what I would love Stardock to do to change to make it more interesting. Currently, when you make an alliance, the relationship slider goes all the way to the right. I propose that instead the relationship bar should fluctuate as normal, with the addition of a positive "alliance" relationship modifier. If your relationship starts to sink (about warm), then you will have to renegotiate your alliance. I

8 Replies 13,140 Views

Here is something that I thing would make an alliance victory more difficult. Currently, when you make an alliance, the relationship slider goes all the way to the right. I propose that instead the relationship bar should fluctuate as normal, with the addition of a positive "alliance" relationship modifier. If your relationship starts to sink (about warm), then you will have to renegotiate your alliance. If it goes down a lot (to about neutral), then the alliance should fall apart entirely. This

8 Replies 4,839 Views

Here is something that I thing would make an alliance victory more difficult. Currently, when you make an alliance, the relationship slider goes all the way to the right. I propose that instead the relationship bar should fluctuate as normal, with the addition of a positive "alliance" relationship modifier. If your relationship starts to sink (about warm), then you will have to renegotiate your alliance. If it goes down a lot (to about neutral), then the alliance should fall apart entirely. This

14 Replies 11,207 Views

I voted for the custom opponents, although I would have voted for the diplomacy, if I had seen it (assuming it was there) Speaking of diplomacy, there is one thing I would really like to see in. I think its a simple thing (but what do I know?) I would like it if, when you ally with someone, you are not automatically raised to the highest relationship level. Your relation still change as if you were not allied, and if relations drop too low, you have to renegotiate the alliance, or, if it goes re

93 Replies 65,348 Views

I find the best way (after 1.2) to do this is to go to custom race and hit load. Then delete the file(s) for the default race(s) you want to restore.

2 Replies 3,157 Views

I do agree with the poster that good should get very small bonuses sometimes. At the very least, the coices should be more complicated. Here are some examples I have come up with: High-Tech Hijack: Our explorers have discovered an extremely high-tech ship orbiting the planet. It's populated with a small crew, who have told us quite rudely that they do not want to talk. However, to thoroughly dismantle and research the vessel's construction would prove useful in our ship manufacturin

59 Replies 32,227 Views

Trade income is a completely seperate thing, and is independent from your taxrate. ou set up the route, and then you get money depending on the distance ond planet wuality of the two planets.

16 Replies 11,940 Views

I like this idea very much. Prehaps you can add the idea of a standing army. A part of the population is acts as the soldiers, not your entire tax base. The size of the troop modual would have to be scaled back, but it would mean that instead of clearing the entire planet of its tax-paying members, you would just have to fight the profestional soildiers. (The defender would also have the option of a draft, but drafted soldiers would not be as effective.)

12 Replies 7,268 Views

I thought that the ships counted in the calculations for surrender? In that case the AI should not have surrendered in the first place. Stardock should look at this. About the ships, Ahzi Dahaka pointed out a problem with that. Troop transports should not be handed over. Perhaps only ships in orbit should be handed over.

11 Replies 14,901 Views

You practically have to design your own. If you do not care about looks, you just need to slap a few things on a hull, and of you go! That way, you can build large ships using even better weopons than the small ships can hold. (For larger ships, it is also good to put defenses on them so that they last longer, especially after 1.2)

9 Replies 6,554 Views

I just realized something. In either this expantion or in GalCiv III, two races were supposed to get wiped of the face of the galaxy. If that was for this expanstion, we know the Terrans, the Altarians,and the Arceans survived! (In the screneshoot of the Alterians, the leader is greating the Arcean Empire) If I am wrong, and these two races are to be exterminated in the sequel, at least we know how it will happen (cough)Korath!(cough) On a more serious note, I would like to ask

123 Replies 130,179 Views

I think the AI is too busy conqueroring the AI themselves to care what you are doing with them. So much for "We come in peace."

7 Replies 8,222 Views

I do not know if anyone has brought this up, but I am happy to report that more minor races appear in the games than before. In onw gigantic map with all major characters, I must have run into or heard the existance of every minor race in the game! Before, there was always only one or two. I'm glag for this change.

7 Replies 8,222 Views

6. Some cool things on a map - black holes, radiation belts, nebulae, neutron star, double or triple star systems etc... These may have some effects on nearby colonies or tresspassing ships or for just aestetic purposes. I would love some of those. I can even think of some ways they could be used. Nebulae would reduce sensor range, but you cou

123 Replies 130,179 Views

We need to differentiate between civillians and military, as marioflag aid. I have some ideas how to do this. We need to seperate millitary from unarmed civillians on planets. Millitary personel would pay no taxes- or, if this is too harsh, just less taxes. To make things more interesting, there could be two types of millitary: highly trained troops that are less numberous but are very effective, and drafted troops that are more numberous but drop like flies. To balan

123 Replies 130,179 Views

I was one of the people which voted for more diplomacy. I really hope you make negotiations between nations more interesting. Here are my ideas (and the ideas of others) for improving the diplomacy system. 1) Be able to ask other races to destroy starbases, particularly influence starbases. 2) Ask other races to embargo other races, make or break alliances with other races, ext. 3) Have a defensive pact. Races will not attack each other, but neither will they help each other. Should be expe

74 Replies 45,597 Views

I loaded select portions of the example mod (the new techs, events, and anomolies). However, now the Terran Alliance is missing Xeno Communications from the starting techs. I deselected "allow mods," but the problem endures. Can anyone help me?

2 Replies 2,191 Views