Quaternus

Quaternus

Joined Member # 2438171
44 Posts 136 Replies 625 Reputation

I would like to see 6 values: Red=0% Orange=25% Yellow=50% Green=75% Blue=100% Purple=125% Purple would only be achievable on one extreme world type per race. Also a few more world types: Light Gravity, Desert, Reducing, Glacial, and Volcanic.

13 Replies 49,641 Views

Is there any way to change this? I would like to have starbase effect radius to be about half what it is to begin with and be expandable to about 1.5 times what it is now. After your ethical alignment is chosen, a Good race could extend the range of Influence bases a bit farther, a Neutral race could extend the range of Economy bases a bit farther, and an Evil race could extend the range of Military bases a bit farther, perhaps to twice the current range.

2 Replies 2,553 Views

[quote who="pow3rgaming" reply="133" id="2800030"]Make that one of your updates. Persistant advancement. That'd be great. I'm just sayin'.[/quote] The reason this isn't allowed is that you could stay one small step from victory and "level grind" through the entire techtree. Then the rest of the campaign is far too easy.

169 Replies 395,231 Views

The icons don't display, the map doesn't update and the bonus says 2% when it is really 100%. Other than that, this works unless the AI won't use it. I have never played against this race to find out.

13 Replies 49,641 Views

Thanks PUREVENOM, just what I needed. Except that it seems all types of starbases must have the same HP. I was hoping to make HPs be something like 500 for military, 300 for economy and influence, and 200 for mining and ascension.

8 Replies 43,634 Views

I have 2 questions this time: 1. How do I modify the base HP level for starbases? I think 55 is too low. I would favor a value in the neighborhood of 300-500, depending on the type of starbase. 2. How exactly is leveling up handled? I have had some odd cases where a ship's current HP exceeds its maximum HP, like HP: 12/11 or HP: 34/32. I would also like to know the modifiers for weapons, defenses and HP after leveling up.

8 Replies 43,634 Views

Bug fixes: 1. Civ-wide bonuses on normal improvements are not working. 2. Planet quality % bonuses on super projects are not working. 3. Setting an improvement to be limited to 2 per planet doesn't work. 4. If you leave civ-wide spies on a civ that gets wiped out, you can't get them back and they keep getting espionage levels on an extinct civ.

169 Replies 395,231 Views

I think some other people have noticed this, but there are unused ship abilities called Stealth and Detect Stealth. As far as I know they have not been and will not be used in GC2. You can make a ship part give a ship those abilities but it won't do anything. I am going to lay out a case for how Stealth/Detect Stealth could work. 1. There would be a series of stealth technologies and a series of anti-stealth technologies, each of which unlock ship parts which would give increasingly b

2 Replies 5,236 Views

I tried to make a planetary improvement with a placement limit of two per planet. It won't let you build more than two at one time, but once one is finished the game doesn't enforce the limit. Fix plz...

1 Replies 2,287 Views

I remember that there were originally going to be more kinds than just the industrial ones. Can those be reactivated? I tried making a different series of industrial ones but it didn't work. All I was able to do is add a Supreme Industrial base that requires Space Mining IV (a new tech) in order to be built. I see graphics for two other types, which I think were research and economy.

0 Replies 1,658 Views

Oops, I made that one cheaper by mistake. Its another custom race of mine that has gravity-related bonuses. It should cost 200 like the rest. The idea is to have the research time plus the build time be roughly equal to what others take to do both researches. The 5 techs to get the buildings cost 1500 each to research.

13 Replies 49,641 Views

I have created a race that gets its colonize world type abilities from super projects rather than research. It seems to work, except for a few issues: 1. There is no ImpStat icon for these 5 abilities. I made some but I haven't checked to see if they will display yet. 2. The map does not update the color for the world type when you build these buildings. 3. I don't know what would happen to some of your worlds if you lose one of these buildings and thus, your ability t

13 Replies 49,641 Views

How do I change the color of a race's home star? I don't want them all to be yellow.

10 Replies 10,709 Views

Very easy to do. Go into the Dreadlords ship style file and change the Hidden variable from 1 to 0. It will then show up in the ship style selection screen.

4 Replies 2,359 Views
Reply to planet bonuses in Modding

I have most of the artwork for these new tiles ready. I just need to find the code where the existing ones are and figure out how it works. I presume I have to do something with the AI as well to make it know how to use the new tiles. I have very little experience with this sort of thing so I may not even be able to do it.

6 Replies 4,195 Views
Reply to planet bonuses in Modding

[quote who="Moosetek13" reply="1" id="2569627"]They are hardcoded and can not be modded. [/quote] That just makes it much harder and in need of being redone with each new update. Not impossible.

6 Replies 4,195 Views

Does anyone know how to mod the planet bonuses? Here are the bonus tiles I want to have: Manufacturing Bonus 50%, 100%, 200%, 300%, 500% (place where a factory should be built) Research Bonus 50%, 100%, 200%, 300%, 500% (place where a laboratory should be built) Morale Bonus 50%, 100%, 200%, 300% (place where a morale building should be built) Food Bonus 50%, 100%, 200%, 300% (place where a farm should be built) Influence Bonus 50%, 100%, 200%

6 Replies 4,195 Views