whismerhill

whismerhill

Joined Member # 2432212
31 Posts 658 Replies 1,393 Reputation

well... I don't care about those techs I think an empire who care to research range techs should be able to have a very wide range so my idea was just to lower the starting range but that's all of course this mod won't be for everyone (it could be a real game stopper for a gigantic with very rare habitable planets) but even with that I think it could be interesting it would delay the first encounter with aliens and would allow each empire to have a

10 Replies 6,377 Views

ok I think the range is way too large for my tastes from the start especially as I like to have many habitable worlds so I thought about a mod with negative range bonuses currently I am at something around -100 range for everyone but that still is not enough I would like a starting ship to have more or less the range of one sector anyway, my question is : -currently I am doing that by changing "raceconfig.xml" + my own customrace "CurrentCustomRace10.raceconfig"<br

10 Replies 6,377 Views

depends if you downloaded or installed from CD and if you specified a folder when installing ... it's in the galciv2 install folder (not the one in "my documents") here's a quick way to find the debug.err : Start/Search type in : "debug.err" (without the quotes) that should be it

12 Replies 9,062 Views

I think you can (should retry but I'm doing something else right now) make a modded customplanets.xml and replace the name "custom star" to what you wish (but you may have to remove it to play without a custom map )

2 Replies 2,829 Views
Reply to sig.bin in AARs

stardock help: Link

4 Replies 7,293 Views

I tested some more and this also completely affects the computer I used galciv2.exe cheat to see what the computer was doing save/load/next turn sequences & CTRL+U allowed me to see that the computer experiments the same bug as you (he also get double movement....) though after the first "virtual" turn(virtual because it does not really change turn ...) it changed the target of his flagship from 'auto-survey' to going exactly where my colony ship was I moved m

5 Replies 7,438 Views

cool for you ManOWar2 it really lighted my day to know that not everyone wants to steal his neighbour without a second thought really cool from the seller

16 Replies 12,970 Views

yeah I miss a table showing all the colors of each race this displayed at the same time that you are choosing colors

13 Replies 7,195 Views

stardock help Link myself I use sdcentral (and I disable check updates on startup) that's way easier to manage for me

14 Replies 5,629 Views

unfortunately the Gf4 MX line was a bad card from the day of release ... I know money does not grow on trees but still... almost every low end card is more powerfull than what you have right now (and you are right the processor and amount of ram are alright, although quite standard among gamers now)

10 Replies 5,724 Views

I don't know which version of the game you run but with 1.1 final (1.10.27) I don't have this problem when I reset a race (altarians for example) some abilities are left over but they can be reset by changing the setting of the corresponding ability (for example they have luck 30 after reset : I check the box luck(+25) then uncheck => gone) if you still have problems I might suggest deleting "My Documents\My Games\GalCiv2\*.raceconfig" (without the

6 Replies 5,973 Views

I'd rather see left over repeatable bugs fixed first although modding is a nice feature

11 Replies 9,548 Views

are you planning to fix the savegame issue with ship movement for 1.2 ? Link and what about the number of turns left for social projects ? Link (if you are going to answer, the 1st is more critical from my point of view) thanks for this feature full update anyway. <img src="http://images.stardock.com/gc2/T_DL/smiles/Congrats

65 Replies 59,137 Views