Well, I'm running on a notebook with Radeon Mobile X1400 and dual core intel. But I don't think that's the problem: I'm not getting any video hitches, slowdow or anything like that. Everything is working smoothly, but slowly. Plus I run the game zoomed out most of the time anyway. I doubt it's a GPU issue. I think the ships just don't move fast enough... Anyway to tweak this?
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No, not that speed. I'm talking about the speed that ships move across the screen... In short, it's painfully slow. In any game on a medium+ map, with multiple rally points and dozens of ships, I invariably find myself spending most of my time watch the ships crawl around the map. Is there no way to speed up the movement speed? It's getting really, really annoying! God knows GalCiv2 doesn't need any more ways to consume all my time!
It isn't actually intended to be used to replace the core ships (and it really isn't--the only part of it that lets you do that is defining a new prefix). The purpose is for assigning templates to the various types of ships the AIs design, so they use them appropriately. That is why it is only available when customizing an opponent. Yes I understand that, and I'm not asking for a tool that lets you replace core designs. I'm simply saying that, as i
Ah, that finally did the trick. Many thanks! I think this could be fairly considered a bug, or at least an incomplete feature. While we're at it, I also don't understand why the custom style button is only enabled in AI custom race creation. I hope they're both fixed in the next patch.
I copied all the content of My Document\...\shiptemplates to DarkAvatar\Data\ShipCfg as you suggested, but the models still won't show up for player races. I tried copying them to the ShipCfg in my mod folder as well, still no go. Anything else I could try?
I've created a ship style following the instructions instructions given by Kryo , but it doesn't quite work... or rather it doesn't work completely. When I apply the style to an AI controlled race, either new custom or modified base races, the ship style works perfectly fine. But if I try to use the very same ship style on the player race, all the ship models become invisible. What am I doing wrong?
I'm not sure what you meant by roles, but I did click "change" in the custom style setup, and the new icons do show up on the list to the left. The strange thing is that in the AI custom race setup, under the appearance tab, the new ship design DOES show up on the preview window. But in the player custom race setup, appearance tab, the preview window is empty. As I said, when I start the game with the new style, the ships that I've applied new templates to will be invisible/have no mo
I still can't get it to work... I did as you said and made a new style, with new prefix and containing the new designs. In the AI custom race setup, everything seems to work in order and I could choose the designs I want. But when I choose the newly created style in the player custom race setup, the preview window to the right is empty, and once the game starts there is no model for the customized ships, either.
I'm having some problems with custom ship styles. Here's what I did: -I start a game with the Yor ship styles. -Within the game, I created some ships with exactly the same functional load out as the core ships (e.g. colony ship, etc.) I save them as templates. -Starting a new game, I choose to create a custom opponent, and from there, I create a new ship style based on the Yor, and choosing the previously created templates to replace the core templates. I save the new ship st
Hmm, that's strange. I'd say tech theft occur fairly frequently for me. But then I like to play with super spy and high espionage bonus; in smaller games I usually get to overwhelm others with spies...
It adds 40% of the planet's "base morale" to the planet's morale. You can figure out base morale as 100% - "?? from population" in the approval tooltip. That's interesting... wierd but interesting. Guess this pretty much means morale buildings become less effective as pop increases -- another nail on the coffin for the usability of 300% farms. Now if someone can answer my other question... First, when pl
So, I know that having multiple spies deployed will increase intelligence level faster. But does this affect the likelihood of stealing techs? In other words, does having multiple spies help in stealing tech, or is tech theft solely based on intel. level, or is it completely random?
Well, I never was arguing for removing the 300% food tile. But honestly I really wouldn't mind if they're gone. The reason I asked for formulas is that there are two things I still don't get: First, when playing with high native moral bonus (e.g. Krynn), I usually get a pretty high "native ability" boost to morale; say around 80%. I've noticed that when the population hit a certain point, not only is there a morale penalty from overpopulation, the native ability boost also drops shar
Good to hear that there's progress made... Now if only it's on the Library...
Right, so at least I'm not the only one. I still find this system strange and counter-intuitive. So does anyone have the formula for DA's? Anywhere I can find them? I'd go for GC2 wiki but they all seem to be DL data.
I'm surprised no one has asked this yet... Are super abilities hardcoded? Can they be modded? If so, how?
I don't know all the details on DA's mechanics, but so far I'm doing alright on normal difficulty. I keep having one problem, though: It seems that whenever my population is more than 12b or so, the planet's moral quickly plunges. Now, I know that there's a penalty on overpopulation and some such, but the effect is so strong that I basically need to avoid building farms on tiles with food bonus. A 100% bonus is borderline manageable, but a 300% bonus basically guarentees that a single farm w
I'm having problem with a bug that constantly crashes my game. Here's what I've found so far: -It crashes when some sort of interface transition occurs, such as a starbase upgrade, going into a planet, research screen, etc. -It usually occurs shortly after an election, but not immediately after, EXCEPT THE 2 FOLLOWING CASES: -When a vote on war declaration is held, the game crashes when "vote" is clicked -When a vote on government change is held, the game crashes when "vote" is
I found a strange bug: everytime I load a savegame, every ship that's not guarding, on sentry or docked will change their move target to a random point on the map, usually far away near the corners. This includes ships on rally points, fleets and ships on exploration. I've actually had the same problem back in DL as well, but ran into it again in DA. Wonder if I'm the only one getting this problem.
Okay, I will try kryo's mod out. From what I can tell, templates created with kryo's mod will only work if kryo's mod is installed. Is that true? (I want to confirm this to see if I should backup kryo's mod along with my saves...)
Yeah, sounds simple enough, thanks. Except I don't get it, sorry. What exactly do I do with this prefix? I tried copying a style file into my \My Games\...\shipstyles\ folder, and change the tag to S99. When I selected the style ingame, all the ships are empty... Could you explain a bit clearer?
Okay, but how do they choose their party? Is it chosen at game start? Is it chosen at random or does the AI "personality" pick the party based on its strategy?
New to DA. Just a quick question: do AI's use their ability points and do they have poltical parties as well? (If so, do they win/lose elections?) TIA
So I'm still rather new to modding GC2... I noticed that when creating new ship styles, only ship templates created with the same race/style will show up. So, I'm trying to make a ship style that contains all ship hulls. In other words, I want this style to be able to use all templates regardless of the race that template was based on. Any idea how that could be done?
Well, I'm not exactly trying to play with a different race... I just want to save/load the customizations I made to the Drengins. It's just annoying to have to repeat the customizations every new mission and restart.