socially hazardous

socially hazardous

Joined Member # 2433830
14 Posts 61 Replies 139 Reputation

has anyone ever encountered this with 1.20.035? i was playing last night when i looked at the minimap and saw this. now it happens every game.

4 Replies 3,846 Views

i have desktop X pro, though i don't use windowblinds. i do run GalCivII in "windowed" mode (as i use my 2nd monitor to make edits to the game gui and various other things). i can see the version # clearly whenever i start up GalCivII. i will try the "fullscreen" mode and see if it does work. i was going to edit the main config file but still haven't gotten around to it. i learned to adapt to the cursor bug by placing my cursor a few mm over the center of what i'm doing and

5 Replies 4,916 Views

i have this same problem. it's really quite annoying actually, specailly while i'm creating ships. you could try altering the "hot spot" in the default config. settings. which i'll be doing after work. i'm not too sure what the exact offsets are, as i've only made cursors using microangelo. but SD cursors do not open in microangelo, so we're pretty much SOL till a fix is made. oh.... the file can be found in \GalCiv2\Gfx\Cursors\Default

5 Replies 4,916 Views

ok... that didn't work well you get the idea of what i thought anyways. EDIT: here's a link with better format http://www.neotechgaming.com/forums/index.php?showtopic=2218

317 Replies 751,535 Views

ah... ok i saw some things added in the last GC2Types.xml. that came with the patch. though i never saw them in the game. i thought that the 'models" you were refering to, were those ones. these things to be exact: [code] Quad-Antenni SDSBonus1Structure1 SDSBonus1Structure1 Structure

317 Replies 751,535 Views

i've just downloaded the newest version and i must say... IMPRESSIVE. the new offsets are going to be wild to build with. Another minor update to last ngiht's update: The hardpoints on those new models are now oriented properly, so they all face topside-out, or away from the center point (instead of all facing the same direction). <b

317 Replies 751,535 Views

i'm quite sure that the core ships are hardcoded. what i did, was take the core ships and flavor them myself so that they are included from the start of the game. once the game is loaded.. i make the core ships obsolete, leaving me with my beauties to play with. the only one i didn't change was the flagship. no point to it really.

7 Replies 4,875 Views

yes, the weapons and engines mods are both compatible with Kryo's mod. it's cause of his mod i made the weapons mod. i did try the engines myself but had a few issues, so i never really played with it that much after. then i saw that someone else made it and life was better. and i suggest loosing the demo and buying the full game... well worth it imo. i've been a hardcore gamer for years and i have never, ever seen support like Stardock gives to their customers. <img src="http://image

317 Replies 751,535 Views

weapons and engines are already out the as eye candy. Non-functioning Engine Parts by Kaesar, is here. but not upgraded for the mods folder in 1.2. Link and Weapons Mod by me, is here. Link my download is not upgraded for the mods folder (it will be reposted soon), but i hav

317 Replies 751,535 Views

yeah.. i tried installing the latest v. into the my docs GalCiv2/Mods folder and it didn't work for me. also... i have a few mods that i want to add but dont really want to play with the main GC2Types.xml, would i create my new xml as you have and then add it to the mods folder?

317 Replies 751,535 Views

i uppgraded to 512MB X1800 pro and things couldn't run any faster. a huge difference from the 256mb 9600 pro i was using. running it on a 3.2 prescot w/ 2gb dual ddr and dual sata hdds. i only play on the biggest maps (wish they could be bigger). i also make a lot of custom ships with tons of eye candy. so yeah... better video card... better speeds. atleast in my case it was a huge improvment. congrates Stardock on making a game more addicting than heroin <img sr

25 Replies 8,257 Views

ive tried to do this already, but when i added the "fake" engines to the game, all the gfx for the "real" engines were removed from the "engines" category and placed into the structure category along with the fake engines. i will check it out. thanx EDIT: i did something simular to this and Kryo's hull mod. it adds the game weapons as eye candy. Link

13 Replies 13,318 Views

[quote=allenciox]By the way, does this mod work with metaverse games, or is it only for non-metaverse games? afaik.. it is.

19 Replies 9,440 Views

Kryo; unistalled everything the mod added (quite a list actually), installed the Hardpoint fix 1.02, reinstalled the hull mod and things are great now. though there are still some objects with point issues. but its not caused by the mod, it is the objects themselves. anyways.. thanx again for the mod and looking forward to use the final release. so i'm assuming that the files in \My Documents\My Games\GalCiv2\Mods\Gfx\Models are f

19 Replies 9,440 Views

Kryo; does the mod add anything to the \My Documents\My Games\GalCiv2\Mods\Gfx\Models folder? or is the stuff that is in there now, from the latest patch?

19 Replies 9,440 Views

Kalin This is very easy, simply add a new "structure" in GCTypes.xml. Just copy an existing structure and change the module name to a unique one (IE: StructureEngine001) the display name can be whatever you want. Then assign it to the model and thumnail that you would like (check the engine or weapon that you like for the na

19 Replies 9,440 Views

it does work with 1.1 and 1.2. i use it all the time myself and couldnt think of building a custom ship without it. there are some minor glitches with hardpoints, whereas the ship parts don,t line up correctly but i just place a different part to hide the glitch. if i knew how to make it compatable ie.. minor gli

19 Replies 9,440 Views