spleeze_

spleeze_

Joined Member # 2380838
26 Posts 144 Replies 542 Reputation

I'm a little surprised that the "auto-focus on next ship" hasn't been removed, or an option added to allow it to be disabled, since a lot of people complain about it, and programmatically speaking, it should be a no-brainer to fix.

25 Replies 23,791 Views

Ack, memory fragmentation. I’m surprised that you didn’t just stick with xml for shipconfig, and use the xml parser you used for the rest of the game files. Did your xml parser really gobble up so much more processor time then the ini parser? On the topic of modding (not really, but…), I have noticed that previously (as in, during initial patches), the ship builder would show the appropriate icon for a new ship hull that I’ve just imported. I could go into the ship builder, click ne

81 Replies 102,332 Views

BoogieBac, thanks! Yes please keep me informed of the progress of the mod framework. I would be happy to do test implementations during a beta. Pnakotus, I had to find a compromise between classifying my ships by overall power, or by hull size. Power wise, the defiant should be a large, but size, it might qualify as a small. Giving the defiant such few hit points (for a small class) would be a poor choice, but grouping it into a large category would be wrong also, as the ship is so t

8 Replies 12,424 Views

Well for me personally, I usually do not immediately colonize the planets in my vicinity. I send my colony ships out to grab planets farther out first, and then later build colony ships to grab my local planets. This way, I get a head start at colonizing those plants that my opponents would usually grab first (since they are –probably- most likely to colonize local planets). This obviously wouldn’t be too smart if you started right next to another race though (as they would gobble up all the lo

9 Replies 7,364 Views

When I create mount points for my ships in 3dsmax, I place my dummies on one side of the ship, then mirror them all for the other half to keep symmetry. I guess the modeler at Stardock might take a different approach. -Brian

5 Replies 1,756 Views

Well I would like to get a couple of beta testers to use the ships before they get put into a "mod", if you don't mind the extra files in your GalCiv directory. Anyone interested in doing a beta, email [email protected]. The email might take a few minutes to activate, so if it bounces back, just try again a bit later. -Brian

25 Replies 44,920 Views

Well, there is already a total conversion mod for GalCiv2 in the works, which I would assume will cover many canonical Star Trek races. I do not believe that I will have the time to cover all races (plus, there isn’t as much source material for the other fleets), so I will try to get a full Federation fleet, and maybe do a ship here and there from other races, though I don’t know how I would integrate them into this mod. I do plan on releasing a “surprise” in the mod though

25 Replies 44,920 Views

The Excelsior (Click thumbnail images for larger version) Polygon Count (triangles) : 9,456 - Now we're talking! Defuse Mapping : Er... no! Light Mapping : 10

25 Replies 44,920 Views

contingency40 , really? Are you sure? I thought that I did take over a nice juicy minor race planet once via infuence after I destroyed the ships in orbit. Hm. Maybe it was GalCiv 1 I am thinking of.... -Brian

12 Replies 7,883 Views