Link is a similar post from a few days ago with some stuff in it. Thanks for the link. Kalin is a member of the forums now, so I might let him/her post those. I'll add them myself in a few days if they aren't on the list <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif" border=0 ALIGN="absmi
syneris
If anyone wants to scrounge the forums for things already suggested before I get around to it, feel free to post a link to the topic here or add it to the list.
I'm compiling a modder wishlist to submit to the devs. Please head over to http://www.gc2builder.com/viewtopic.php?t=82 and post your modding desires.
Same problem here. I guess the colony module (and probably transport module) is coded based on internal name. Another thing to add to the modder wishlist
Govenrment only increases economy. It does not have any effect on military, social, or research production. The manual is wrong and so is the ingame display. It was changed and there is a post somehwere on the forums by frogboy confirming this. head over to http://www.gc2builder.com/ for a more user friendly modder forum
From the v1.1 beta 3 release notes, it seems you will only need to edit the AbilityBonus.xml now.
I think for non-beta users the tweaks to the AI, bug fixes, no tech trading, and other things far outweigh the mods. Does this mean there won't be any of the new modding stuff in v1.1 or just the mod(s) you refered to in the topic?
It looks like they might change the ship designer. If they change it where it doesn't remove all of the weapons I'll shut up forever. It has in 1.1 beta 2. There is an toggle bo
I'd say exploit. Does this work? I haven't played any metaverse games, so I don't know how loading saves works. In Civ4, the saves somehow know if you reload an earlier save. Civfanatics uses it to check and make sure games submited to thier ranking system are not cheated in any way. GalCiv2 may have something similar for metaverse.
So the only conclusion that I can make is that this is the value used to determine how much the AI should research a particular technology, and has nothing with how much it "values" it I believe this is true. I think it's a bit more complicated than just this value is higher so i'll research it. If I
I play SWEAW and what the Ships have is actually MORE Hangar then we have at GalCiv2. If we take a Star Destroyer for example, the TIE Fighters and TIE Bombers launching out from it's "Belly" just as they do in the movies and in the other Star Wars games. Yea, but you never have to build a single
I think it only uses the shipcfg that doesn't have a number at first. Later in the game it may use the other ones for better ships or upgraded ships.
Just checked this and it mostly works. One thing that I'm noticing in the v1.1 beta 2 is that any module added by the AI is also getting added to the design in addition to what's already on it (this also happens for the shipcfg designs that stardock made). This could cause ships to look ugly, so I'll make some inquiries about it.
so I need to use Kryo's Hull Mod for ingame? Wow, sorry I missed replying for a week. Must've been bumped way back pretty fast, because I try to check on replies to things that happen while I sleep/work. I haven't used Kryo's hull mod, so I can't tell you how you add anything to it. Pretty tired atm, but I can give you a link to a ship I'
An interesting range of replies (no I didn't forget about this thread that I started, just didn't have any comments). It seems a lot of people like the way it works, and it's balanced around that system (for the most part). Thanks for the feedback and discussion on it. The solution for my mod with the current system is probably just some adjustments of componen
Sign. post #7 of https://forums.galciv2.com/?ForumID=247&AID=109981 has my view on hotseat and lan
The AI only uses the shipcfg designs in Galciv2\Data\Shipcfg (maybe different folder for German version). The shipcfg file is only wha the ship looks like. The shipcfg file the AI picks is determined by what the AI will use the ship for and what ship style the AI race is (S0-S5). To get the AI ships to use your models, you need to change the shipcfg files. You will need to create the new designs in the ship builder and replace the ones in the ship
Fansties in the databanks does not link to the fansites page. You have to go to the metaverse and choose it from the dropdown list.
I tried to use http://babelfish.altavista.com/ to translate, but it is not very good. You have made models to change what the ships look like? You can see the models for your ships, but the AI does not use the models?
It hasn't been fixed in the beta It has in 1.1 beta 2. There is an toggle box in options/interface for this now. It's also easier to remove components from ships.
I can't get this to reproduce, so in converting to XML the problem may have been fixed. I can't reproduce it either in 1.1 beta 2. Love the change to xml.
Adding hangers to the game is more than just a simple task. It would require quite a bit of code added and changed. Star Wars: Empire at War doesn't even really have hangers. The pseudo-hangers it has aren't controllable by the user and are only available on Imperial Ships and Space Stations. The latest Star Wars game and it doesn't even have hangers.
Sorry, I don't quite understand what you're trying to ask in english. I don't speak german, but it seems german is your native language. Hopefully, Someone who does speak german can help with your answer. If not, try again with english because I might know what you want.
Any recent news on the possibility of map editor for the game like gc2builder?