What the ship looks like is kept in a seperate file from what the ship actually has on it. The core ships were probably design to look better. The only way for the user for achieve this right now is through some editing. If you want to test this, create two different ships (even different hulls) and save them with different names. Quit the game and goto My Documents\My Games\GalCiv2\ships. Delete the one of your designs you created (only the .shipcfg)
syneris
2. The ships I have at my disposal are pretty basic, with Defender being the only military one. So the only way to make better ships is by actually customising them in the ship designer tool? Until someone releases a core ship addon pack. Seems way too many people want to use only core ships and not d
Great site and the phpbb forums will be heaven for modding discussion. mmm code tags
if anyone has a link, throw it up on here Frogboy posted in the thread https://forums.galciv2.com/?ForumID=251&AID=96470 While not specificly saying they won't ever be in, his post leaves the impression of such.
there seems to be a few number mismatches what's mismatched? making sure the options in the English.str match the ones you want in the AbilityBonuses.xml </T
What about the custom techs and buildings? If I make new ones will the AI even touch them, or just ignore them all together. There are tags in the TechTree and PlanetaryImprovements to help with AI choices.
It only looks like it has two. Can you load 1000 population on it like a ship with 2 colony modules could? Core ships can be made to look like anything. User created ship could also probably be made to look different than what it is, since it uses the same "design" file.
Adding techs is really easy. The ingame display does all the work in putting it in the visual list.
Sorry, because I was told about the English.str, I found a way to get it working. Then I was asked a question about it and provided a link. And yea, I had about 20 windows open between IE, Editing tools, GalCiv2, a few folders, and different text/game files.
Please add this to the wiki
Want to add Miniaturization and/or Logistics as Customization Abilities? Thanks to a few other posts on the board, you can! First, open GalCiv2\Data\English\English.str in your favorite editor (notepad is good). Search for [TABLEALIAS AbilityOptions] Copy in the follow before [TableEnd] // logistics [A28_Option0Text] Logistics 1 [A28_Option0Bonus] 10 [A28_Option0Cost] 1 [A28_Option1
You may want the option in a mod. Sure you can add it in the RaceConfig.xml, you can also change it to give yourself 1000's in each ability plus whatever techs you feel like.
https://forums.galciv2.com/?ForumID=348&AID=105014 You can add both logistic and miniaturization to the ability list on customization Don't know if Interest Rates, Crime, Cabinet, or Goverment do anything ingame but they could be added... I might just make a new thread detailing the steps if it's needed
need to change something in another xml file. I found a way to get it to work due to this post here: https://forums.galciv2.com/?ForumID=162&AID=108847 In English.str search [TABLEALIAS AbilityOptions] and add your entry there using the others as a template. Logistics could probably b
Woah woah woah. By adding in miniaturization here (as well as editing the abilitybonus.xml) Miniaturization actually shows up on the list when customizing! The best part is it works too!
Cool, what about this entry in the starbase table? [TerrorStar] Terror Star
Where did you find this?
I plan on doing a (pretty much) complete rework of tech, weapons, defenses, starbase modules, planetary improvements, and invasion tactics. Races will be rebalanced and more unique. Good, Neutral, and Evil will come more into play and have more extensive tech branches. I'm not much of a graphic person, so all visuals will be from what's available; however, there are many leftover pieces of graphics (for planet improvements alteast) to be used that didn
Even though it's slightly documented or somewhat self explainatory, my next goal is PlanetImprovements.xml It might take some time, as there are more things to test to see what they actually do ingame (or if they even do anything).
I think the ship names are coded into the campaign. All the shipcfg files are just how the design looks. They contain text that points to the hull model and what hardpoints point to what models. I recently figured out how to make new core ships, so that's the only reason I knew about the problem with campaigns.
Here's a breakdown of the StarbaseModules.xml tags. [StarbaseModule InternalName=""] : InternalName is the unique identifier. It's used for Module_Requirement. [Name] : Name shown ingame. [Model] : Not Used. The 4 types of starbases use shipcfg files for starting and upgraded models. [Description] : Not Used. The description you see ingame is based on what the module does. [Tech_Requireme
Game crashes if you try to play a campaign map that uses one of the core ships. The internal names for core designs are needed by the game for some things. If Stardock changes user designed ships to have an internal name prefix (say UD_ like the custom ship filenames), then you would be able to name your ships the same. Good attempt though
why don't the forums have a report button?
Good quiestion about the weapons and armor, though it won't matter if your freighter doesn't have hp
or a Space Monster!