theStormWeaver

theStormWeaver

Joined Member # 2441966
9 Posts 270 Replies 11,020 Reputation

Just because you can doesn't mean you should. We shouldn't add any race that strikes our fancy, all willy-nilly like. We should consider their significance in the SG universe, and if they warrant even being mentioned. Even minors have hyperspace capable ships in GalCiv, not even half of the races/factions (not includeing individual System Lords and Hives) encountered by the Tauri are in that demographic. The Asurans and MW Reps are practically the same thing, their racial bonuses and

116 Replies 61,302 Views

Yes, the Tok'ra should definetly be a minor race. I had an idea about the Reps and Asurans. We should pick the Asurans because they can use both hull types. What I mean is, the Asurans use Ancient style ships, and the reps used their own block ships. We have Puddle Jumpers(tiny), Aurora Class(medium), the round spidery replicator ships(medium), and the really big ship RepliCarter was in(large). If we use the Reps we can't explain their access to Ancient style ships, but we could e

116 Replies 61,302 Views

I could do some of the race pictures/logos, and I'm pretty good with the Technology and Planetary Improvement XML files. I have no modeling experience whatsoever, unfortunately. I disagree with some of your race choices, nothing major, but heres my 2 bits: I think we should lump the System Lords together as the Goa'uld and have Anubis by himself (like the Drengin and Korath). We should just include the Asurans, not both the Asurans and Replicators. I think we should in

116 Replies 61,302 Views

A great deal of the Initial Colony is moddable, but the ID value is required by the code, and must be unique. This means you can only have one Initial Colony for all races. Perhaps we could have a 'Gate Terminal' that is different for each race? We could put into the description that the Gate is moved from wherever it is to the terminal, thus unlocking the owners perticular bonuses involving the gate. One problem with the Gate Terminal would be conquered worlds. If you conquer a pla

116 Replies 61,302 Views

I do find it erksome to lose atleast one of my transports during an invasion. Extermination Squads would be more aptly names 'Stormtroopers.' Because I'm sure there's more than a squad of them Perhaps they would destory all improvements, kill everyone, and leave the planet free for colonization? Sounds good to me.

10 Replies 4,549 Views

Colonizing by use of the Stargate isn't feasible, in GalCiv II or Stargate. To create a decent colony, without considering the GalCiv scale of things, would require thousands of colonists and dozens of trips through the gate. Just not feasible. No, colonization on the GalCiv scale requires large ships. Econ bonus tiles, if they can be limited to a max of one per planet, could represent Stargates. But for simplicity's sake we should just assume that every world has a gate, or that ga

116 Replies 61,302 Views

I didn't attack you danielost, I just didn't understand your comment. I never suggested that the US would attack other nations, thats why I said we have a higher moral code (in the SG universe anyway). What I meant when I said other nations building ships I meant it as another possibility other than a United Earth (Directorate... sorry, had to sneak it in there. Wonder if anyone will catch the reference?) for Terrans haveing fleets of ships. I'm sorry if I didn't prope

116 Replies 61,302 Views

I fail to see your point danielost. The gate will not remain secret forever. When I suggested that their may not be any more seperate countries I meant that the Earth may be united by then. I also suggested that the Earth may evolve, politicaly, far enough that we can trust everyone to build their own ships. How would anyone stop the US from using their advanced tech against the other nations? Nothing, thats what. The only thing stopping the US from using their advanced tech agains

116 Replies 61,302 Views

lol, its okay we forgive you pyromancer. I'm sure that in a few decades more countries will be building ships, if their are still seperate countries at all! Ofcourse I mean in the SG universe entirely, our world doesn't have powerfull alien threats to motivate our politicians into getting over their power mongering and petty greivances(sp?). Anyway, sounds like we have found a fairly logical workaround for the only issue hampering a Stargate TC mod <img src="http://images.star

116 Replies 61,302 Views

War is a horrible thing, even an idiot can tell you that. But it IS sometimes what one might call a 'necessary evil.' The American Revolution? I'd call that one necessary, not just because I'm an American who detests British accents (male british accents anyways). WWI? No way, that was a huge mess caused by bad blood, bad politics, and crazy people. WWII? Again no way, but the U.S. entering the war WAS a necessary evil. Even if the Japanese hadn't attacked. Korea? Couldn't tell you, I

437 Replies 231,385 Views

Lets get back on subject, please I like the garbage/debris idea. Starbases dropping anomalies nearby every six months or so, most being worthless (or near so), but the ocassional gem should show up. Doing it for battles makes sense, but like Iceman said, it should be more random. Size/Number of ships destroyed should determine the frequency and quality of spawned anomalies. Again, most would

7 Replies 3,141 Views

Remember their faces when they went back and it was gone!? Classic... Ofcourse a Stargate TC mod would take place a few decades into the future, give us a change to build a small armada for cryin' out loud! lol You could ignore the stargates, otherwise it ruins everything. Besides, have fun trying to invade a planet of 2-17 billion people by way of a stargate. Thats what I thought. You use ships to take heavily populated worlds, you use Stargates for espionage and sabotage,

116 Replies 61,302 Views
Reply to GalCiv II IDE in Modding

That wouldn't be to hard to implement, but I'm not going to do it No offense, its an interesting idea, but I don't want to complicate something thats just supposed to be a way to save time Sorry I haven't posted in awhile, my modem died X0 I've done some research on the System.XML namespace f

26 Replies 19,334 Views

The Yor declare war on me all the time too! I don't have any specific examples, but I've had several scenarios where I'll be pounding the AI and they will not except peace. I'll take 1/3 of their worlds, not lose a ship, much less a planet, and they won't except peace until they are on the edge of destruction. I also run into the Yor declaring war then sitting their for six months before deciding the war is to costly <img src="http://images.stardock.com/gc2/T_DL/smiles/Tongue.

14 Replies 11,354 Views
Reply to GalCiv II IDE in Modding

I think you should know that I have three seperate form objects/classes: frmMain, frmAddTech, and frmBonus. When you click on the Add Tech button a frmAddTech object is created, shown, and given focus. When you click on the Add or Edit Bonus buttons the third form is created, shown, and given focus. When its time to go back to the previous form for some reason or another, the current form gives focus back and closes itself. Not before sending some info to a method in the previous form, if th

26 Replies 19,334 Views
Reply to GalCiv II IDE in Modding

It would probably ignore it, it ignores the [WeaponsAbility] tag if you leave out the 's' at the end of Weapons. It'll probably assume you misspelled or something.

26 Replies 19,334 Views
Reply to GalCiv II IDE in Modding

You mean like the Government 'group' in the culture techs? Thats actually a 'Category' tag, which I have.

26 Replies 19,334 Views
Reply to GalCiv II IDE in Modding

Okay, here is my main form: I just noticed I haven't added a 'Close' button yet, but that will take all of thirty seconds (Visual Studio is my friend ) This is my other two forms, they are pretty self explanatory: <img src="http://i114.photobucket.com/albums/n272/theStormWeaver/techFo

26 Replies 19,334 Views
Reply to GalCiv II IDE in Modding

Please don't take this in a harsh way, but I'm having a hard time interpreting your slightly jumbled post. Here is what I picked up: 1. You want to know about my UI, i'll get a pic up of my forms up in three hours (in class right now, I really shouldn't even be posting this, i'm in a lecture right now). 2. Your using .NET2.0, I'm using .NET 1.1, and thus our programs should be compatible. 3. Something about changeing the file path for saveing the xml, if thats what

26 Replies 19,334 Views
Reply to GalCiv II IDE in Modding

Mine is in C#, which i'm pretty sure yours isn't As most people still use C++ and VB. I had a similar idea (makeing a whole package), and the same motivation (help those who don't know xml to make simple mods). Plus, its fun to program and it'll mean makeing my own mods will be easier. XML is so tedious. I actually don't have DA, so that might be a problem.

26 Replies 19,334 Views

Blizzard is pretty good about updating their games. New updates were comeing out for WCIII: TFT for several years after its release. But besides Stardock and Blizzard there aren't any others (that I can think of) that do this. I also like Federator's idea. I like the way it works now, but being able to yell at them(the AI), like they can to us!, would be pretty awesome.

22 Replies 8,680 Views

Hey everybody! So I was sitting on 'the can' when I hate a great idea, an application that lets you build a technology and generates the xml for you! I've already written the base classes for it and one of the forms. Here is the basic architecture behind it: Tag class: String Name String Value and a GetXML method overloaded twice Technology class: String Type String ID Tag DisplayName, Description, Details, Cost, Bonuses(this is an array), Mod

26 Replies 19,334 Views