Eilarais

Eilarais

Joined Member # 2150706
19 Posts 84 Replies 645 Reputation

I'm getting more into the diplomacy aspect of the game right now, and there is one thing I'm confused about. Is there any way of threatening an alien race if they don't accept a trade? As it stands now, there doesn't seem to be any way to say "If you don't do this, I will declare war, or set an embargo." I've tried to do this a few times to end wars between other races that were bad for me, or to 'request' a resource in my own territory before declaring war. As it stands now, I have to pay t

5 Replies 3,653 Views

I'm currently working on a large mod that has, among other things, a number of meshes that had to be fixed. Unfortunately, v1.3 comes with a whole new set of meshes, which are in a new format but still not fixed. Are there any tools available to convert the new files back to text, or any freely available programs that will allow editing of the hardpoints?

1 Replies 2,708 Views

Nevermind, turned out to be a mod-related problem. In case you're still interested, the game couldn't find 'Miniballs0' in the gc2types file, which is hardcoded as a starbase weapon.

2 Replies 1,609 Views

I'm getting a CTD in 1.2 every time a starbase with an attack value is atacked. The game crashes right before the starbase fires its weapons. if instant battles are set then the game doesn't crash. Is anyone else having this problem?

2 Replies 1,609 Views

I wanted to sound off here, because this is a big deal for me. I've been a big fan of PC gaming for over 10 years now, but copy protection schemes have been turning me away from the whole industry lately. Here are the main problems I have: 1. Publishers are copy-protecting CDs without guaranteeing their quality or offering replacements. CDs wear out when you keep using them. 2. Copy-protection software is blacklisting third-party applications with legitimate functionality.

70 Replies 96,649 Views

I need to hold off on the 1.2 beta patch for now, but I'd like to get a copy of the smaller planet mesh for performance reasons. Can someone with the 1.2 beta patch put up the sphere.x file in the gfx\models directory?

0 Replies 1,168 Views

In one of my games, I noticed that the AI had 30-50 freighters on the map, moving back and forth between planets (large freighters, not trade route freighters). I have seen the Arceans and Altarians do this, but not the Drengin, Yor, or Terrans. I am playing on intelligent, and the tech rate is set to very slow. Has anyone else had this problem?

1 Replies 1,888 Views

Two issues in the second beta: 1. Range is still calculated incorrectly for custom ships made in previous games. 2. The vertical bar in the lower left shows the colors of your opponents even when blind exploration is turned on.

350 Replies 158,951 Views

2 problems for me: 1. Range seems to be reduced for any ship not designed in the current game. On large maps, the range is halved, but creating identical ships on different map sizes results in different ranges when the game is restarted. 2. I can't upgrade any ship not designed in the current game. I get the 'component is too large' message when I try to place anything.

350 Replies 158,951 Views

Debug Message: Version v1.1 BETA-1 last updated on: Fri Mar 24 19:54:46 2006 Debug Message: Could not find a TGN Serial No. Debug Message: *********DXDiag info follows.********* System Info Time: 3/25/2006, 10:30:10 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: COMPUTER Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.050301-1519) Languages: English (

350 Replies 158,951 Views

I've noticed a small issue when placing components on ships. If you hover the mouse above an area which has one hardpoint 'under' another, the component will always be shown on the point with the higher z-value, which is almost never the correct one. I'm almost positive it would be a simple matter to flip this around so that the lowest z-value gets priority instead. This could really speed up ship creation for complex designs.

0 Replies 2,228 Views

Well, After some research here, THE PQ ability is bugged @ the ability selection only. I found ways to have full use of 71 tiles on class 12 planets after a few tweaking. HEHEHE... How did you get it working?

21 Replies 24,971 Views

Glitch: A race's PQ ability only affects the number of usable tiles on the home planet. Also, future changes to the PQ ability will not affect any planets, including the home planet. You can reproduce this by changing a race's PQ ability to a very high number and starting a game. The first planet will have a very large number of tiles, but any planets colonized later will have the default amount. There is more information on this glitch here: https://forums.galciv2.com/?

317 Replies 88,084 Views

Okay, after some more testing, I've determined the following: 1. The planet quality ability bonus does not affect usable tiles in any way, except for the starting planet. I've tried this with values ranging from -100% to 900%, and nothing seems to work. Class 10 planets always get 10 tiles. 2. The bonus always works for the starting planet, regardless of how high or low the value is. A 400% bonus on a class 10 planet gives 50 tiles, and a 900% bonus gives the max of 72 ti

21 Replies 24,971 Views

I changed the starting PQ through the RaceConfig.xml entry, in-game editing was done with a hex editor. 1. Changing a race's PQ rating (RaceConfig or in-game) will always change the class of the colonized planet. 2. A race's PQ rating will only affect the number of tiles available on a planet when the race starts the game on that planet. 3. Changing a race's PQ rating will never affect the number of tiles on a planet that has already been colonized. So starting a

21 Replies 24,971 Views

In the manual it states that a civilization's planet quality bonus affects the number of usuable tiles on colonized planets, but this only seems to affect the planet that the civilization starts on. To check this, I boosted my civ's PQ rating to 900%. The starting planet had all usuable tiles, but no planets colonized later were affected. Also, changing the PQ rating back to 0% in the same game did not reduce the number of usuable tiles on the starting planet, so it looks like the g

21 Replies 24,971 Views

Sorry about the mixup, the mod was submitted but not approved until today. The link is: http://library.galciv2.com/index.aspx?m=38

7 Replies 9,360 Views

I have no idea how I managed to miss that. Anyway, the mod is up under the 'misc' section. Enjoy!

7 Replies 9,360 Views

I've made a quick fix that addresses some of the hardpoints being rotated in the wrong direction or facing the wrong way. Is there any place for modders to upload content yet?

7 Replies 9,360 Views