When you load a custom race that you previously saved, the abilities are wrong.
syneris
Campaign UI is still diffucult to use with multiple campaigns available.
We have other things we plan to do with 1.1 (such as the modding features) and then that'll be 1.1. what kind of features for modding does this refer to? Have any details been discussed already anywhere?
Will you release information on any changes done to the mechanics of current tags in the xml? Took 3 days to just figure out all of the [UNIVERSE] part of the gc2scenario filetype (research was by far the hardest one, and I basicly gaveup on what it exactly does). I'm wary of documenting any more before the patch, as I could have to retest every single tag ingame to verify it's still works the same. For modders, a tag in the techtree to not
+ Fixed some tech tree bugs where the category was wrong. The AI relies on category to determine what type of tech it is since the AI isn't scripted. Found in the beta for v1.1
I just got my collectors edition copy of the game in the mail today. It has two serial numbers. One is on the jewel case, and the other is on a little paper insert with collectors edition on it. In the downloads section, putting the Collectors Edition number into the serial for the collectors edition wouldn't work, but putting the serial on the jewel case into the normal serial number box did work. I was able to download the bonus pack and enable colle
Looks to me like these lucky ships are special. The game puts on weapons and armor based on some unkown factor, but it uses the core design's template for weapon and armor display numbers?
You can't go by appearances with game designed ships. Someone got into an arguement with me about the core colony ship having 2 colony modules, making it way better than a user created colony ship at the game start. -_-;; The same effect can be achieved with user designs, but requires a little wo
Checkout the forums was what I was mainly saying. They've done some nice work on the site and look forward to more. Before you can make a proper editor you need to know what the stuff does. I've been trying to help him with documenting them, but some things take a lot of testing.
This would hinder the user from being able to create whatever type of ship they wanted.
As far as I can tell, there isn't a tag for this. A possible way to do it is give the tech a requirement of ImpossibleTech and add the tech to the race's starting techs. The problem with this is that the tech could be traded to allow access to it. I haven't tested to see if/how this works though.
Some of the internal names have special code used for them. This shouldn't stop you from adding new ones or removing old ones though. Same with the tech tree (like xeno ethics for alignment and the government opening techs). Checkout gc2builder. Exzachly has sections for modders, and I believe his editor is planned to be able to fully edit all the xml
O.o 40 posts?!
The best factory produces almost the same as the best lab. How many production bonus tiles do those planets have compared to your research bonus tiles? How high is your social and military production bonus? How many starbases do you have boosting these planets? 1000mp is the highest i've gotten in any game, and I was already set to conquer the gigantic galaxy with ease at that point.
Yes, that's why my mod will have larger engines and smaller defense for the most part.
There are 17 missions in the campaign including the alternate missions.
There is also a problem when using an IntroScene movie for Scenarios. It works fine (for me) with the campaign, but for individual scenarios, the new game popups interfere with the movie.
-80 morale is the max from population. You hit that at around 25 billion. While higher population gives more tax money, the amount of taxes you get per population reduces as population increases. It's better to have lots of markets than lots of farms.
Aren't you a US business? With normal working hours? Why are you writing this at 11:29PM Central time? O_o There's no such thing as normal working hours for programmers, especially in the game industry. </fon
maybe this thread could get a sticky in the modding section? Or Stardock provide a link to the site somewhere (say in the fansites section of the databank).
When you have multiple campaigns available for play, the Campaign menu Ui is a little glitchy feeling and slightly confusing to the user. I know we can edit the screens with DesktopX, but i'm not that good with graphics. Is this fixed/changed in v1.1 or something you plan on doing in the future?
On these forums, new threads are called posts. any posts made to that are considered comments. But yea, I wish i could lookup all the posts/comments I've made instead of just the ones I started.
Currently, multiple tech requirements are supported but all tests i've done end up with the ingame display looking bad and hard to read. I believe the model is for the little rotating image you see, but i haven't tested it yet. These seem to be the ones in GalCiv2\Movies\Techs and are in bik format
From what I can tell, the category tags in the techtree.xml don't do anything. Are these used by the AI or some other feature in the game?
There is a tag that is used for the Ai to determine how much effort should be put into researching that. There are many factors that leads to the AI's decision, so this is just part of the process in what they research.