YES from me!
Glitch
I've ended up with several of my planets as capitals/homeworlds. Usually their names are Dratha, Earth and Drengi I don't know how to do it with a mod tho, sorry.
Remember that, in the communications screen, you can't trade a tech to the other side that they already have. So if I'm Terran and I'm talking to the Korx, I can't trade them Advanced Trade if they have it already. Therefor, if the other race has a massive lead in technology then you don't have anything to trade to them.
Also you could find a race that's at war with your target, and then trade an attack on the target for something. It's lots of fun to trade a declaration of war (on a civ much weaker than your own) for stuff from one race, and then trade a peace treaty for more stuff from the target
Methinks you may have: [ ]Virus/Virii [ ]Spyware [ ]Rootkit(s) [ ]Bad Drivers since you don't seem able to install the game via SDC and the hardcopy CDs. Might make sense to make sure your system is clean before returning the CDs.
Following CariElf's guide at https://www.galciv2.com/mods/gc2modsdoc.htm#ModdingAbilityBonuses I tried to modify my Ability points to include negative values as well. Here's what I came up with: {?xml version="1.0" encoding="utf-8" ?} {AbilityBonuses} {DataChecksum NoParse="1"} {Ignore}Name, Option0Text, Option1Text, Option2Text, Option3Text, Option4Text, Option5Text{/Ignore} {/DataChecksum} {Ability Name="Economics"} {AbilityIndex
Wow! Is it heresy to like the mod interface _better_ than the normal one? Great job team, looking forward to b2
Wow, we need a 56K warning on this thread!
I agree with all of your pronounciations except for the Drath, which I would pronounce D'wrath.
The building is called the Galactic Guide Book. To build the survey module (which you can then mount on a custom ship) you need the first Sensors tech.
Bump: Also, I've noticed in the Political parties xml file that some of the parties have negative bonuses that don't appear in any of the game's docs. Are they applied? Or are they just ignored?
Have you ever been choosing your race's abilities and needed just 1 more point for that bonus? What if we add negative modifiers to the abilities screen as well? For example, you're short by 1 point to get the top PQ bonus so you take a hit in something you don't care about. So you could take a -10% Espionage to get that last point and get a 10% bonus to your PQ! I don't know if this is a terribly good idea, or even possible, but I'd like to try. Does anyone know if this is moddable, or is
I can't seem to get the bug to happen again, although I ran into another Precursor Corvette event :/ The ship that I sold to the Terrans has the following specs: FlitterClass.xml {?xml version="1.0" encoding="UTF-8" standalone="yes"?} {GC2Ships} {Ship Name="FlitterClass"} {Component}MediumHull1{/Component} {Componen
I don't have a save with them alive unfortunately. I'll try and get it to do it again. If I get it to happen again I'll send it to the e-mail you posted with a reference to this thread. The line you pointed out always appears when the Precursor ship events happen. This time it only wrote it out once, most times it's closer to ten times.
That's similar to the card I've got, try Link . They work *better* than the stock ATi drivers for me, although that could just be my card. I'm running on a 2Ghz Pentium M, double your RAM and my card has 2x the texture memory but I run this game at 1400x1050 and I have not run into any problems.
I've just run into this as well. Exact symptom: The traded ships should have had 6 movement points/week. After 3 months they had not moved - and every time I checked they said they had 0/6 moves left. Debug: Debug Message: Version v1.11 last updated on: Mon May 8 11:15:04 2006 Debug Message: Could not find a TGN Serial No. Debug Message: *********DXDiag info follows.********* System Info Time: 5/23/2006, 19:24:09 DirectX Version: Di
Have you got the focus set to something else for that planet?
It would also be neat if the racial bonuses could be negative too. For example, you take a -10% in social production (adding two points to your pool), and then take a +10% in military production. That way you could have a race that's really boosted in some things, but really weak in others.
While it would be cool, it would be truly annoying and almost impossible to do - remember that you have no control of your ships in battle...
It should be in your drivers. Where in the drivers depends on your card type and the drivers themselves. I'm running an ATi card with Omega drivers, and those numbers are controlled in the options.
Both sides must have the tech, and your relations with the other civ has to be 'Close'.
It is in the minor races tab. In the place of the 'trade embargo' button.
Minor races that show up after the game starts usually colonize otherwise uninhabitable worlds; in my games they are almost always on gas giant looking planets. Or perhaps you've researched a tech that will give you more space to play with (Neutral ethics choice, terraforming etc.). Or it could be a bug
Maybe a combination of all three, depending on the engine's ability to do this kind of thing. I don't know if it can handle starbases producing things on their own...
Have you tried zooming in? Try rolling the wheel in the middle of your mouse, see if that fixes it.