Sorry for my bad english. Most *real* scientists think that, in fact : 1° We don't KNOW the limits of life. In the past of our planet, we know really strange life exist. 2° We have good hands because we are tree animals with fruit alimentation (fruits are the ONLY food which suffices for our life: We will be able to eat only fruits and to be in better health. No other food can do that for us). All the other animals with a similar food have very nimble "hand
Vampiloup
Syneris is true. Codding and design are really two different things. It's also why a nearly all the free game projects shut down, even if started with commercial sources (see Warzone2100. Pityfull, no ?). The problem is : Stardock say "it's fully moddable". But we find a lot of limitations without technical reason. That's all.
For the moment, racial tech are not allowed. I don't know why (Stardock never answer this question). - By example, for my Skunkies race, i create a "Skunkies loving rules" tech. - I give this tech to the Skunkies. This tech have 60000 in AIvalue, and 60000 in cost (Skunkies don't like the idea to trade itn and others races think it's too costly). - I create others Skunkies racials techs and gibe them "Skunkies loving rules" in prequisite. P
Why old grannies ? Because this is a really old argument. A "you are wrong because booh !". The problem, you, is i listed only no-technical limitations. There is no technical limitations for the limit of 5 ship styles, or for the impossibility to have more than 1 weapon/defense type by improvment, or the impossibilities to have defense improvments on planets. All the limit i list are volontary : Stardock DON'T want to have that. Well, it's true Stardock coding is chaotic (i
No118, you really need to put the old granny of all flame-threads "if you don't like it, make your yourself" ? KOP007 ask for a thing. I answer it by a "no" : In ST, Civs have racial techs they don't trade and don't let stolen. Aka plasma torpedo against photon torpedo, disruptor against phasors, the web thing of the thollians (the rocky mens), cloaking devices for romulan and klingons (yes, i know Feddies don't want search that for traity purpose), the big interstellar missile from c
WIth the numerous way of stole and trade tech, each race open quickly all the other race tech tree. And for the "total modding", you have the following limitations, too : - No more three weapon and three defense type. - No more one weapon/defense type per component. - 5 ship styles max (it seem). - No specific attack or defense in soldiering (you can't create assault tech, for example). - Invasion tactics can be modded, but y
And a "not trade/no stole" tag for techs ?
Wll, Galciv2 is really a simple game. The combat system is a simple thing : Weapon type A => Defense type A Weapon type B => Defense type B Weapon type C => Defense type C Each side fire after the other (or at the same time, now ? Don't played since the Beta). The tactical idea is just a "choose the type of weapon against which the enemy has the weakest defense". Stardock don't add a lot of feature. Just two : 1° Inadequate d
I play only at though, because : 1° I want the better AI 2° I don't want cheat (i play just for fun, and i don't have time for cheat). At Tough, AI is not really strong. Easy to circumvent her. She can beat me only at the beginning, if i do the bad decision. But after the first turns, even if i do bad decisions the AI can't beat me. I'm not really strong. I'm just not stupid.
And i bump.
I wondering how (and if) change ships names for differents races. I want my Skunkies race build ships named "Fluffy tail". Seem the shipcfg know only the 5 bases, and gc2ships file don't have racial tag.
I find defenseability (a bonus for ALL defenses types). Usable for some techs i have in mind, but i don't find, by example, "PDdefenseability"
Nonono, you don't understand me. When i say "ecm-style tech", i mean "a tech that give a bonus". For me, ECM is just a bonus, and missiles anti-missiles or PD laser batteries are ship equipment. I want to have tech that give a ship equipment, and another tech that give bonus. We can create tech that give bonus in military production, culture, ship hitpoints, ship speed, soldiering and so on. I want to have bonus in attack and defense, too (no, not "bases" bonus).
And i bump, because i love to boing.
Can i have theses bonus tag for tech : - x% bonus in missiles attack - x% bonus in beam attack - x% bonus in mass-driver attack - x% bonus in Point-defense attack - x% bonus in Shield attack - x% bonus in Weapon attack Or it is impossible. What i want to do : Separate ECM-style tech from Point-defense tech. For exemple Laser Point-defense are searched from Laser threads. And allod to builw PD laser turrets. And ECM tech g
Good for me. I second that.
Thank for your answer, Frogboy. 1) As you pointed out, you have to change the race names in english.str as well. 2) You could give each race its own unique tech tree. All you'd need to do is have some races start out with a given technology tha
Oh, and i forgot ! We need, to : - Explain all the tags and tags values, damnit ! We don't know what can do a lot of tags !
Hi. Sorry for my bad english (youknow : My tailor is rich, but my english is poor. Usual). Galciv2 is more moddable tnah, say, Civ series. But it lack a lot of things : Example : A lot of thnig need to be in a lot of files : For the passmark problem, he need to look in Mapraceinfo.xml and Raceconfig.xml, but in English.str too (line 2752 and after). And Frogboy, you can't really create a Babylon5 mod, because else all the race can have the Shadow cutting be
Hi. Sorry for my bad english. I say : Just freeze something, and we can mod. For me, just add : - Explain how the mod folder work (anf IF he work). - No thief/no trade tag for techs. - Negatives abilities. The feature / ia debate is, i think, another thing and can go... after a working modding ability.
Uh... you know, you can answer for the idea board. Because when we have a answer, it seem the only answer we got is "It's. Not. happen". uh... Well, in fact, what we need is also answers for modding. For now, we lack several (it's the word ?) knowledges for modding (list of abilities and abilities values, for examples). And the "mod" directory, too. Or maybe you answer. But with the Evil Board Software O' Doom (EBSO'D), you
oooohhhh... I second that !
Can we have the PlacementLimit tag for ship modules, too ? I want to limit, by example, the number of engines, or life module, or sensors, and so on.
It's true : With all planets on the map (good idea), we can have without problem a bigger map. For now, the map is really too small : Space in Galciv 2 is, sorta, a children garden (not in the same way that in Homm IV, but you know what i mean). It's strange : Our computer are more and more powerfull, but since lot of years (i play since 1988), map are more and more littles. On all strategy games.
Cool ideas. I srcond that.