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To be honest, having looked at this for some years now on and off, I can't think why it is that someone at Stardock can't sit down and do what us modders have done in our spare time. They don't even need to go through all the ridiculous trial and improvement phase, they can read the forums, take notes on what worked and didn't work, and have a serviceable data patch going in no time at all.
As for fixing the AI, well that's been presented as a problematic challenge by Brad Wardell and ultimately consigned to the Shelf of Doom for various technical reasons, like having to migrate the code base of GC2 to an entirely new version of Visual Studio.
I think the flaw there is that well, no game is going to be perfect, but if there is something that can be done to make it better, isn't it better to at least try than give up because it's too hard? The difficulty of the task never stopped the community from trying and tinkering with the files until they got (close to) the result they wanted.
zydor/tzyder we all know youre not one for properly explaining youre self the first time but you actually made sense this time. good job.
Before I started the Space Weapons Fix mod, I had played enough unmodded games to realise that I could metagame and research a particular weapon type to win against an AI which didn't fight back or try to prevent me from ascending... or research a different weapon type and have battles against opponents that still weren't combat-ready. I wasn't thrilled with those choices.
I too wondered why Stardock did not fix these issues but the game was solid enough to make up for it for the most part.
I still bought the ultimate edition Gal civ 3 though if that show the faith I have that they will deliver fully this time. Would still like to see a fix for these issues in gal civ 2 though.
I mean alot of the issues were fixable by simple modding, so it would have been childs plays for a dev with access to the hard code they are already familiar with.