freidog

freidog

Joined Member # 2414447
1 Posts 9 Replies 96 Reputation

Well I don't know if removing upgrades_target will mess up the AI, but it will mess up the auto-upgrade govenor. My choice would be to have an 'old' version of each improvement unlocked with the same tech that gives you an upgraded version of the improvement. ie Xeno factory contstruction unlocks Enhanced factories, which upgrades existing factories like normal (if you opt for that). It also unlocks a 'factory -old' that is a direct replacement f

20 Replies 11,733 Views

Animations? I don't think so. At least the basic .X animations won't play in the game (I've tried, it just displayes the last frame). Well at least in the ship editor and the galactic map that's the case. Like Kalin said, there are animations in the battle simulator. That's not something I've tried yet, so it might be possible. Additional Hulls? Sure. Add your ships, give them unique hull names (ie S0_Cargo_3) and in the GC2Types.xml file ad

7 Replies 6,718 Views

O.k. then create a Shipmodel which looks like a Starbase That's what I'd do. Make a new starbase-looking hull and give it a base speed of -20, logistics 20 (or anyting to make it impossible to build large fleets of them) wtih lots of space for components. It would be nice if you could also apply

5 Replies 3,921 Views

My global tax rate is 100%, sliders are 33% each for soc/mil/research. Let me amend that a bit, just exiting the planet screen and returning fixes the time in the build queue. But with the social build queue empty I always get a build time of "Never" when browsing the improvements list.

350 Replies 158,957 Views

If a planet has an empty social production queue, when selecting an improvement the build time is listed as 'Never.' When you click 'build' for the improvement it's entered into the queue with an absurdly long build time (was going to take 60wks to build a xeno lab on my homeworld), it seems to return to the correct build time after the first turn though.

350 Replies 158,957 Views

I know exactly what you mean. In my current game I was waring with the Iconian refugees and had reduced their empire to half a dozen worlds along one edge of my border (two of which were in danger of cultrure flipping to me anyway). Iconia was able to mass a fleet of 4-5 fighters and overwhelm the defenses of one of my border worlds, but couldn't exploit it becase all his troop transports were destroyed when he tried to move 5 of them almost two sect

13 Replies 13,287 Views

I have not gotten a star to look bigger than it does at size 75.0, scaling down is no problem. Planets scale up as large as I wanted though (I tried up to 200, down to 5) My diminutive size 5.0 yellow dwarf sitting next to my size 150 homewold looked a bit odd though... pattern and density definately effect the look of the texture on the star. Density controls the size of the color diferences. The lower the density the larger the color patterns become. Only range

13 Replies 10,274 Views

I did see that one, you could adjust the Home systems of the different races and thats about it. I have not seen anyway to even make custome maps. I noticed the thread where someone is making a map editor, that will be nice, though I would prefer a way to change the radom generator. I noticed while playing that the stars in the game do hav

13 Replies 10,274 Views
Reply to Modding Help in Modding

Sure you can mod the tech tree. If you still want all of the components, upgrades, bonuses, et al to be availible in game, you'll also need to alter the "Tech_Requirements" feild for those items in the GC2Types, PlanetImprovements, InvTactics, and "StarbaseModules" files to conform to you new tech tree. (everything is under %GalCiv2 install director%/Data/English/ ) For instance, instead of having "Basic," "extended," "Advanced," and "Ultra" life sup

2 Replies 3,842 Views

Given the number of Class 0 planets in the average game, even with common or abundant habitable worlds, I often seen a number of entire systems reduced to nothing more than obstacles for my fleets the maneuver around. Given that, I was looking into the possibility of creating remote mining capabilities. Something similar to a colony module that would allow a ship to create a 'mining operation' on a planet much like a ship creates a new colony on a Class >1 world

6 Replies 7,314 Views