I started out being impressed with this mob until I noticed the lack of farms. I played a couple hundred turns figuring I just needed to research the right tech. When I finally realized no farms were forthcoming, I quit the game and headed here to verify my suspicions. Nice mod but the lack of farms is a show stopper for me. I want more control over the population of a planet than the one-size-fits-all solution you provided. It seems silly that I can build multiple l
Aerion Istari
If I recall in MoM, you created items with a spell. You could pick attributes of the item you want (usually jewelry IIRC) and depending on how many or powerful attributes it had, the longer it took to cast the spell.
Download BeyondCompare. It's what professionals use to merge code.
Never mind. I answered my own question. Take GalCiv2 off of Fullscreen Mode in Options.
I want to printscreen my ship designs to document them, but whenever I printscreen, even using several different utilities, the actual printscreen is all black. Is there any way to printscreen within the game?
[quote who="Gaunathor" reply="33" id="3336044"] Quoting Aerion Istari, reply 32In Custom Planets, give them 3-5 good worlds to start with. Perhaps that would jump start them enough? You'll have to play around with the numbers for balance, of course. That could work, but I'd rather not change their home-systems. That would just go too much against my main objective: staying as close to the lore as possible. Also, my guidelines for the map setting
[quote who="Gaunathor" reply="9" id="3303505"] Quoting MabusAltarn, reply 9By the way, I noticed you are using the default (AIP7) for the Drengin, Yor and Korath. Have you figured out a way to get these guys to colonize properly? No, but they can work under specific circumstances. They just need enough habitable planets within their influence at the start of the game. If that is the case, they can build up a strong enough base for a military, and eventually conquer all
Thanks for the replies!
I was playing around in GC2Types.xml and I saw a reference in a comment about some sensors not being updated due to the "sensor cap". What is this cap? What is it set to and can it be modded?
My thoughts on tactical combat is this... In the current implementation, ship design and combat are based upon a "rock, paper, scissors" concept. It is simple. Too simple in my book. To me, the fun of designing ships is to design them around a theme and a style of combat. Do I design missile wave type ships that fire a wave of missiles to soften up the opposing fleet then follow them in to finish off the wounded ships. Or do I build a few heavily ar
[quote]I am unable to reproduce this problem, LightVader. Can you tell me how it is happening. Give me some steps to reproduce it and I'll get it fixed ASAP.It happens consistently for me when I colonize a planet, buy a spaceport, and then start building some other improvement. On the start of the next turn, the planet reports that the spaceport is complete and the planet is now building nothing (even though in reality it is now building that other improvement).[/quote] This is how it h
Thanks for the info, Kryo!!
ANOMALY.XML. What happened to it? How are anomalies modded now?
Why can't the seller just give the new owner the serial number with the CD?
If you point to a third party forum, will you be able to moderate those forums? If not, does that matter to you? Food for though.
Is anyone working on one? A GUI map editor would certainly make designing custom maps a lot easier to design!
I don't know what is with implication that Stardock somehow "dismisses" the idea. What people here have asked for (often loudly) that we just throw in tactical battles as a patch or an "expansion" and my answer has always been the same - no. It's too major of a feature to throw in. In Galciv 1, ship design was the thing people wanted in there and our answer was the sa
My first priority is survey ships. I like Byram's idea for the EW scout ships. I might have to add them to my Star Fleet.
Actual, I'd like a galaxy size between Huge and Gigantic. Huge isn't quite large enough for my taste, but Gigantic is too big.
jimmyb2 posted: I believe the overall best improvement for fleet battles is to make them 'real time', turn-based 'tactical', or some other form in which the player totally controls his own ships during combat. I do not like the way the computer fights for me. I would like to be able to decide which of my ships attacks which enemy ship, which of mine try to run away, w
Great idea! Whacha think, devs??
Yeah, trade routes are way undervalued - especially on larger maps. Their only practical use is to inprove relations with other races. I don't even bother hardly with starbases to increase revenue. I build them to increase production on my planets. But if a trade route happens to pass through the AoE of a starbase, then that is just gravy. Constructive Criticism: Double the value of a trade route and have the revenue from a trade route on a sliding scale
I agree with everything you said except for the multiplayer. I never understood wanting a TBS game to be multiplayer. The gameplay is uniquely unsuited for multiplayer IMHO.
Why not forego cheat mode and just modfify your raceconfig file for the techs and abilities you want? Hull hit points are affected by your hull technology. Once you advance to a certain level hull-wise, those ships you save all require that technology. So if I maxed raceconfig to give me huge hulls, none of the ship designs I save would be a
We're looking into it, but it's unfortunatly low on our priority list But if you need to design ships with all techs, I suggest playing the "Battle of the Gods" scenerio. You get all techs to start off with, and should be able to design all the ships you can imagine <TABLE cellpadding=8 width="95%" align=center bgColor=#FFF394 class