syneris

syneris

Joined Member # 2398495
42 Posts 274 Replies 652 Reputation

There's a few completely moddable games out there. One of the most popular is called 'C++'. Of course there are going to be limits with any game engine. If you want to make the game of your dreams, you're going to have to bite the bullet and learn a programming language. WTG! I now expect to see thousands more idiots trying to learn a l

26 Replies 16,847 Views

This is the wishlist put together on www.gc2builder.com for things modders wanted to do with the xml. I was supposed to clean it up and make it more readable, but for various reason I haven't yet. If any of this needs more explanation please reference the thread at http://www.gc2builder.com/vtopic-82.html or post your question here. Unsorted: More robust resource modability. (Adjustable abilities and values. Custom Coloring if possible) More robust event modability N

3 Replies 4,094 Views

2) You could give each race its own unique tech tree. All you'd need to do is have some races start out with a given technology that the others do not and have that tech be the prerequisite for others And when you take a planet from them you get access to that special tech tree. You will have complete research access to the tree for anything do

28 Replies 15,489 Views

1000 seems a bit high. It'd takearound 40 turns to complete, and by then your tech progress would make it outdated. It'd also give a huge advantage to anyone with a military production bonus.

2 Replies 3,252 Views

Yes you need to register with the forums to access downloads other than the main GC2builder application. The site will have some nice exclusive content in the future, and it's a great forum for modders. I've put my custom models on hold until someone figures out how to get textures working ingame using Blender. I'll be working on releasing the version two's now. You can see screenshots of the difference in the versions @ http://www.gc2builder.com/vtopic-93.html

4 Replies 5,151 Views

2 more to finish up version 1 (There is no cargo hull for dreadlords) Large V1: http://www.gc2builder.com/vtopic-131.html Huge V1: http://www.gc2builder.com/vtopic-132.html

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gc2builder is working on having a script plugin for creatiing custom maps. http://www.gc2builder.com/vtopic-116.html

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As of now, It duplicates them (atleast for planetimprovements, haven't tried techtree).

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Or you could just bypass retail entirely and offer it direct and not mess with any of the problem and release on your own schedule I thought this was what was planned, part of the free bonus content. You could repackage the expansion in with the game to have a new shelf box that replaces the older one

54 Replies 63,898 Views

HOWEVER, instead of REPLACING the standard buildings, it now has *2 COPIES* of each building. I classify this as a bug. Definately a problem. To replace or not include some improvements in your mod you still have to edit the main game's xml?

21 Replies 12,275 Views

Kalin posted a nice table of the numbers for events at http://www.gc2builder.com/viewtopic.php?p=285#285 It hasn't been tested yet, so a few things might be off. We plan to document all the xml http://www.gc2builder.com/viewforum.php?f=4 , but I'm waiting on v1.1 release before I do any more work on them.

2 Replies 3,743 Views

https://forums.galciv2.com/?AID=113202 The listing can be found at https://www.stardock.com/jobs.asp Now's your chance to get in with a great company If I had spent a little more time learning instead of playing I might have gotten a chance to start my goal

8 Replies 10,605 Views

I'm currently modding the DreadLord hulls to be available for every ship style. I'm doing two version as some people said they didn't want the red spots. Version 1 will not have the red spots from the advanced textures, and Version 2 will use all the textures. You can see the difference in the two versions at Link The models are setup to use the mods folder which requires v1.1 beta 2 or g

4 Replies 5,151 Views

I've been trying to get my models to load with textures ingame, but it just isn't working. I'm using blender 2.41 with the latest directx export script from http://xoomer.virgilio.it/glabro1/python241.html I've even asked for help on blenders forums, but no luck. Has anyone been able to get textures ingame with blender or any other free alternative?

0 Replies 2,461 Views

I'm on the site latenight through morning and sometimes in the afternoon without any problems. This release is great, I might actually make a map to submit for others to play instead of just testing

8 Replies 6,576 Views

Animation is possible, but i've encountered a few problems with it. Using the turret model as my test, I've had the hardpoints move to strange locations and also had the model disappear completely. These problems could be related to how the turret is animated, so something simple like a rotating sensor dish might not have any problems.

7 Replies 6,711 Views