syneris

syneris

Joined Member # 2398495
42 Posts 274 Replies 652 Reputation

Category tag is what you're wanting. The game will automaticly put a new tab in for it. Don't think the AI will use ships from nonstandard categories though.

12 Replies 6,002 Views

I'd recommend changing the title to style instead of category. Tiny, Small, etc are called the ship's category in the xml. Your thread may be overlooked by someone who has the answer. I'm also sorry to say that I don't know if this is possible through modding.

3 Replies 3,702 Views

compared to the single massive line of text in wordpad turn on word wrapping

7 Replies 8,092 Views

If you want the AI to use new models without replacing the game's models then look at http://www.gc2builder.com/vtopic-76.html "Core Ships" are really only for the player's use and maps that start with ships on them (like most of the campaign). The AI uses shipcfg files to determine what models are used. Again, the link doesn't provide infomation on mod folders.

9 Replies 7,182 Views

Just as a warning, actually removing core ships from the gc2ships.xml can cause the game to crash. A slightly detailed explaination can be found at http://www.gc2builder.com/vtopic-25.html The first post explains making your own core ships, while the second post is about removing and changing. This was done up before v1.1, so it doesn't have any information on using the mod folder.

9 Replies 7,182 Views

Fair enough. The project is on hold for now. http://www.gc2builder.com/sutra-431.html#431 The star system tool was one of the newer addition/changes. The bug of having to use the planet tool to change the setting of the star system tool will probably be fixed. That same bug also affects moons and rings (using the moon/ring setting from the planet tool). Leaving feedback about this stuff on the gc2builder forums would be the best way to let exzachly know what to change/tweak/add/fix/etc for

15 Replies 21,084 Views

Second problem, custom planets are not random with the planet graphics. All habitable worlds are terran like, are 0 worlds are jupiter like, there is not such a versality like on random maps. Is that a problem with gc2builder or a problem with custom maps themselves?

15 Replies 21,084 Views

The map editor is basicly complete in my opinion. I don't think the scenario editor has been tested much though and is probably lacking some needed features too. Don't think the campaign editor is even available. I've already been given permission to try to keep the site alive, but the forum wasn't very active even when releases were coming out frequently.

15 Replies 21,084 Views

The topic is about disabling tech stealing for mods, and as the op stated later it can very much messup all your time spent into giving different races unique tech trees. Something has crossed my mind. Has anyone ever stolen in any way a tech that requires an alignment other than their own? For example, if you picked good as your ethic choice, have you ever stolen neutral learning centers?

15 Replies 14,400 Views

Have you tried google? I know such programs exist as i've seen a friend use one to create techno music. It was rather cool and allowed you to interface with pretty much every common instrument.

2 Replies 4,005 Views
Reply to Gui XML Editors in Modding

gc2buiilder was planned to support all data modding and not just maps. I don't know the current status of the project.

32 Replies 21,242 Views

Blender is awesome and as a first time doing any sort of graphical design I found it easy to use and easy to learn. Only problem is that I can't get textures to work ingame with Blender. DirectX Viewer has no problem showing the model properly with textures, but ingame it's just an all greyish surface. Nobody on these forums seem to know how to get them to work either.

9 Replies 10,670 Views

Have you checked this against other games? I thought this was a windows problem, like related to how directx needs to work.

24 Replies 12,715 Views

Did some testing of a tech requiring space militarization and xeno engineering, and I did encounter some weirdness. Even after researching both techs, I couldn't research my new tech. Looks like it's time to do some thorough tests to find out what the restrictions might be. It also could just be a user error since I was in a rush to test it before work. Only trial and error will tell us the truth!

20 Replies 13,654 Views

are you sure it works syneris? because I tested it too, having a new tech basing on space militarization and xeno engineering. The new tech showd messy as on your screenshot, but as I inveted space militarization, I could already research the new tech, no xeno engineering needed. So I gave it up. With all my tests I needed to research all of t

20 Replies 13,654 Views

It says you're supposed to get a +75% bonus for mil.,soc., and res. in a Star Federation. The only thing I think that you get is a +75% bonus to economy since production doesn't increase, just the amount of tax revenue I receive This is "working as intended" as far as i know. From what i've read, goverments were changed but they didn't update t

20 Replies 13,654 Views

Can the branches converge? In the previous example I gave there were two branches to the beam weapons tree. The tree branching off into either more plasma or phasors in that example. Can the two lines converge at some later point back into one, at the doom ray for example? I'm thinking you mean something like having an alternate requirem

20 Replies 13,654 Views

Unless they changed it to ignore multiple requirements in v1.2, you can have more than one. I tested upto 4 requirements on a single tech. All you need for it to work is additional requirement tags, nothing special. The problem is that the tech tree display gets a little messed up and I have a screenshot showing it @ http://www.gc2builder.com/vtopic-90.html A large tech tree with many techs that have multiple requirements will get messy fast, but it works perfectly you would expect. Crossing cat

20 Replies 13,654 Views
Reply to A Modding Guide in Modding

Also, the universe section of scenarios seems misleading. It says they are 0-100 values with most of them having a range of -50% to +50%. That's not entirely correct. From my actual testing, the value range is much larger and even supports negative numbers. The percentage range is very misleading in that it's not a percent modifier like many would think. For example, a 0 value for morale does not reduce morale by 50% like you may guess from reading.

85 Replies 242,737 Views
Reply to A Modding Guide in Modding

this should go in the modding forum, yes?

85 Replies 242,737 Views