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
syneris
For fun I made a test mod in which each race has its own unique tech tree. No coding required. Without Ethics and Governments I suppose.
Where was this poll?! I haven't seen anything other than the 1.11 patch poll for a long time now.
D. not available currently
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
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
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 It'd takearound 40 turns to complete, and by then your tech progress would make it outdated.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.
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
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
gc2builder is working on having a script plugin for creatiing custom maps. http://www.gc2builder.com/vtopic-116.html
check your starbase module's data against the documenting i've done of the starbasemodules.xml @ http://www.gc2builder.com/vtopic-24.html If you don't find the error, post the xml or email it to [email protected] and i'll look at it
5? 5! WOW! X-Play does not give out 5's lightly
As of now, It duplicates them (atleast for planetimprovements, haven't tried techtree).
If it can export to directx, then it should probably work too. 3D studio max seems to be the only program out there that people have gotten textures to work with though.
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
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?
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.
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
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
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?
Thanks for the info Mormegil.
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
Where's my free food?
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.
Looks like you started a revolution! Both HOMM5 and Spellforce 2 will still have copy protection, just not Starforce.