You realize this thread is 9 months old..
syneris
Making the core designs dissapear might not be such a good idea, because of the one useful core design: the colony ship. it has more on it than you can put on a cargo hull at that point in the game, and if it wasnt there, it would probably put you at a bit of a disadvantage Not true, the core colony s
Perhaps you should update to 1.0X1?
Metaverse xml is kept in a seperate folder. I think if you edit the Metaverse xml files in any way, it will be registered as a cheat. Editing the main game xml should not have any effect on metaverse games.
If you manual renamed all your ships. then went to upgrade them, you would have to rename them all over again. The ship class is shown in the details.
I'm trying to figure out what the problem is with the vanishing core ships. I got this bug the other day, and reinstalling didn't fix it. I have a small theory, but want to confirm whats happening to other people. Please post what Core ships do not show up even after researching the needed technologies. Also, please specify if you are also missing some hulls from the ship builder. I haven't seen a reply from stardock on any of the posts about this issu
https://forums.galciv2.com/?ForumID=348&AID=108654 You can make your own core ships if you feel like doing a little editing. I also explain in a later post on the thread how to make core designs not show up. Core designs are primarily in for the campaign and scenarios as you sometimes start with ships at the beginning.
Actually I just tested and removed loyalty from the list in abilitybonuses.xml, but it's still there ingame on the list of abilities. There was nothing in the box to select your choice though. This leads me to believe that there is either another file that needs to be modded to add/remove abilities from the list or that we can not mod the list itself, just the data for the abilities.
Is abilityindex 29 the right number for miniaturization? does it make a difference what the index is?
You only need the survey ship, colony ship, starbase, and pirate ship from what i've tested with a normal game. The game crashes if it needs a ship that's in the list, but isn't there. I'm sure there are other ships needed in a normal game besides those (like the ranger for if you find a lucky ranger), so I'd say we can't remove them without having a possibly unstable game. While you may not be able to delete them from the xml, I found a solution to have them not showup in the game for the
I've been wanting to be able to toggle hardpoint visibility also. Some jewelry are completely covered in hardpoints.
Best way is to copy your whole text into notepad, find/replace the tag with [ and ], then recopy/paste the thing from notepad back into the post. Ok so no way for the greater than and less than symbols to show? You can see from the horrible formating after my edits go through that i'm trying different ways
My tags got filtered out :/ How do I fix that?
This post will explain creating custom Core ships for your Scenarios or Personal Use. Designing how the ship looks: First thing you'll need to do is... create a ship! Here you will design how your core ship will look. Until an out of game editor is available, it's easier to use the in-game shipbuilder rather than text editing (unless you know all the hardpoint names/locations and component names by heart). The core ships i've created have always been available to every race, but i'm no
I didn't test AI trading without it. I did run a test where I edited the Terrans to have Universal Translator researched, but was not able to speak with them since I did not have the Tech myself. I can talk to them if I have it, but we can't talk if they have it. That leads me to believe that the AI can communicate without need of a translator, and that the translator is only used by the player.
It seems that the game supports having multiple requirements for techs. While having one tech with two prerequisites (haven't tested more than 2 yet) appears to work fine gameplay wise, the tech tree display doesn't look right. It starts a new branch that has a deadend to a duplicate of the tech that has two requirements. A very complex tech tree will lead to a confusing and unreadable display. Stardock, do you have any plans to have the tech tree disp
Is there a way to edit the ship some way so that other races, like custom ones can use it. I notice many are Terran - which I do not play much. The ones made using Kryo's Hull mod should be available regardless of hull type though, right?
Does the AI need to have universal translator research to be able to communicate with each other (trade, etc) or is this just a limitation for human players?
Can we get some information on the tags in InvTactics? Some of them are self explanatory, but a few need info. What does LuckFactor do? What are the 2 Prereq tags about? A table for the value of bonustype?
Is the ingame mapgenerator hard coded or script based?
Looking in GC2Types, it seems all the jewelry addons for customizing your ship are in this file. This seems like it would hinder modders because any new pieces of jewelry won't be available without updating the mod. Some mods that use thier own ship models and jewelry may not want other jewelry used, however mods that use the default ships may want to let the player use whatever jewelry is available to them normally. Can the jewelry structures be
Anyone know the formula for how SizeMod works? It's not even mentioned in the wiki. I don't think it's even needed, as some components don't even have it; however, it'd be nice to know how the value relates to component size vs hull size.
I've only noticed this happening if you name your new design the same as an old design.
Then the exploit is not the upgrading but rather the debt cap.
1 morale building (i usually run taxes high), maybe 1 research, and atleast 2 markets on anything below PQ7. On 7-10 I add a factory to help with upgrades, 1 farm, another morale (depeding on if I have a morale resource), and the rest markets.