Stuie_

Stuie_

Joined Last seen Member # 2383066
16 Posts 411 Replies 531 Reputation

"Good" and "Evil" are obviously relative to your point-of-view. In my current game, the "Evil" choices are what is considered "good" for my species. So ignore the labels and do what you think is the right thing - or just base it on the bonuses to be achieved as knownalien suggests.

50 Replies 18,580 Views

Whenever someone complains the game is "too easy", they are told to step up the difficulty. So if the game is too hard with the new trading rules... take it down a level. Prior to the patch, I just turned tech trading off because it seemed like a game-breaker - that was playing at Painful. Now, playing on Tough, I found that I could achieve relatively "even" trades once I had a good stable of diplo techs and was allied to a civ. That seems reasonable to me. I know there are techs th

38 Replies 20,268 Views

Here I thought I was missing something about the buildings that seemed useless - I thought there must be SOME reason they are there. Guess not.

57 Replies 31,902 Views

I picked up MOO3 for two dollars on Amazon, and I still feel like I paid to much... I picked it up from Amazon as well for 17.99, only there was a 19.99 rebate. So, Amazon paid me 2 bucks to take it. And you STILL paid too much.

31 Replies 15,917 Views

I base mine roughly on the US Navy's hull classification system: Hull Classification System I add in an "Fx" class for fighters (tiny hull). Beyond the hull class, I make up some additional class name for color, and then add a version number at the end (I, II, III, etc.)

57 Replies 40,428 Views

Ok - I've weeded out all the "fake" star names from my old 2300AD Star Name mod, and have reinvented it as a "Real" Star Name mod. I've also removed some duplicates and added additional "real" star names from near-Earth stars. This mod will make the game use actual star names from various star catalogs. Thread at Apolyton with Download Link Sample of names from the mod: <div class="Ar

0 Replies 2,816 Views

The game has the option for starbase modules to accelerate nearby repairs, but there are not actually any modules in the game that use that option. It can be easily added with a mod though, if you want it. Why does the manual refer to something not included in the game??

8 Replies 4,338 Views

I suspect I'm not alone in saying that if those logging calls COULD be weeded down to produce a simple timeline, rather than a narrative, it'd still very much be something I'd like to have. That's assuming it wouldn't be yet another massive investment of time, but it sounds like you knew how to do that and simply had run out of time to actually do it. Maybe in a future expansion? I second this! I was hoping there would at least be some form of logging

23 Replies 9,677 Views

Week One: Brave Souls A factory had appeared overnight. Fully automated. No humans necessary. The eight billion people of Earth could go on living and procreating and paying taxes and dying. Nothing had changed, except now there was a factory. "Wake up, Howard Smith." Grey clouds and rain. Days without end stretching back in memory in uniformity. What ever happened to childhood? The unending drudgery of the daily slog weighed on his mind, pulling his head

6 Replies 33,584 Views

Settings: GalCiv2: DA/Challenging/Huge Galaxy/Nine AI races/Random Minors I think everything else is default, not that it really matters to the story. In fact, not much matters except that I felt like writing an AAR. As a side note, I'm doing most of the writing from memory away from my gaming PC, so my game details may not be exact. If I were at my PC, I would be playing, not writing. Also, I used my Star Name mod, so the star names won't match what you see in a regular game

6 Replies 33,584 Views

Bah. I take it all back: I've done a series of quick scouts around a map, and the starname selection doesn't appear very random at all. It seems they just take the first x entries, then randomly assign them to stars. That's a shame - although, for the list I'm using, that means I can put the "regular"

17 Replies 13,607 Views

Even on a giant map you can be sure that within max 50 rounds every planet is colonized I have to agree that the early game rush is my least favorite part of the game. Reminds of Civ3 - ugh. Civ 4 got the early game right in my opinion - slow, steady expansion. If there were one thing I could change

47 Replies 36,619 Views

Does the game select names randomly from the list? If it is random, you could include a huge number of names and not be stuck with the same 30-odd that seem to be present at the moment. I'm not sure. Would be nice to know how they are selected. I'm trying to revise my list to cut down on the "AC +66:3955" type names and get mo

17 Replies 13,607 Views

I don't do staight commerce planets - they get too unruly. Instead, I take my largest worlds (PQ11+) and devote three squares to commerce (two farms and some entertainment, or three farms if the planet approval stays high enough) and then use the rest for factories. That way I get decent production and a good population level in case of invasion. I usually use my smaller worlds (PQ <br/

5 Replies 6,096 Views

As much as I love colonizing "Wardell IV" and "Primus II", I wanted more realistic star names in the game. So I created this simple mod to replace all the star names with the star names from the old 2300AD role playing game, with some updates from the Gliese 3 catalogue of stars. Obviously not to everyones taste, but I thought I'd share. The files are hosted over at apolyton: http://apolyton.net/forums/showthread.php?s=&threadid=149685

17 Replies 13,607 Views

Problem with modding them in (or even if Stardock coded them in) is getting the AI to recognize and use them properly. Without that, heroes become an easy exploit for the human player.

83 Replies 53,873 Views