I was right, the GCTypes values are hardcoded in GalCiv2.exe. So - beware if you make significant changes to the ship equipment you MUST MUST MUST leave the base weapons at each level in the file. You CAN change the tec required so the user and AI can never get that stuff...
inferno_reprise
Thanks for the posts. My current attempt to fix this is to include the release data in GC2Types.xml in my version. I think it uses hard-coded values in the game to determine which graphics to use when a starbase fires. Since I removed (almost) all the old values, this lookup fails and the program bombs. But this is going to take a few hours to implement and test . In the meantime... > have you checked your debug.err file ?? Yes. Nothing at all. Most
bump for visibility
Help! I'm working on a large-scale mod that basically totally reworks the tech tree, planetary improvments, starbase modules, and ship types. I got all the data setup and have tested that it all works - with one major problem: Any time a starbase survives an initial attack and can attack back, the game crashes to desktop. I've tried many, many things to resolve this problem. Updated drivers, tried the most current version of 1.1b, reverte
Try "eclipse" (www.eclipse.org), or "cooktop" (http://www.xmlcooktop.com). Cooktop is probably better.
Actually from the steam-age on, larger naval warships ships generally _are_ faster. There are a few exceptions, but most battleships were faster than cruisers, which were faster than destroyers, which were faster than frigates.
I'd like to at least see some way of concealing the exact set of ships in a fleet or in orbit. I know the spin control center can do this, but what I'm really looking for is some way to reduce the ability of players/AI to see _exactly_ what is in an opposing fleet. Maybe it shows 5 ships, but three of them are listed as "?". Maybe cloaking could reduce the visibility of the ship to sensors - i.e. instead of seeing the fleet a sector away you can onl