Even if you signed up to the website, the original Vanilla Galciv2 version was removed a long time ago. At least as far as I can remember. I don't know what happened to the original author, I assume that real life got the best of him. He made a post a few months back stating that he was looking for help, and that the mod would move over into TotA, but nothing has been heard since. If you look to early pages, I even jumped in often to tell people to be patient, and see what happens. I
dragoon
I'm afraid that it's no longer available. Unless the original author fixes his website, and starts modding again. As of now, that seems unlikely. Which is a real shame.
[quote who="kryo" reply="1" id="1898595"] I read the 2nd amendment, including the first line. I think it has been grossly misused in modern America. While I think its too late to ban all weapons, I would ban quite a lot and place a lot more restrictions on sales of the rest. Not a surprising view from a Tory (historically having been the party of monarchists), but it's kinda important to us given that having weapons is what allowed us to throw off the monarchy in the first place.<br
I use Ulead PhotoImpact 7 for logos. I find it is a better system than GIMP, which I use for Normal maps. It has a nice icon driven interface, which I find GIMP really lacks.. I hate trying to use GIMPS layering function etc... When you select an alpha mask in UP7, it places a misty overlay onto the image. Anything you "paint" with Black, will become clear, which is what will show up in game. Very simple.
I'm not sure making two posts is a good way to get the info you need... especially when the only difference is an extra question mark. [e digicons]:grin:[/e] Anywho. Endless universe is as far as I know Dark Avatar and Twilight of the Arnor together, but not needing or including Dread Lords. I saw a copy in GAME the other day for about £25. So it is out in retail here in the UK. I'm in far west Wales, so unless you're somewhere more rural than me, you should have
[quote who="catwhowalksbyhimself" reply="5" id="1884813"] Now on to specifics. I have some suggestions for the Klingon tech tree. As was mentioned, basing it off the Drengin tree is the best bet and keeping the slave pit, perhaps renaming them slightly, is perfect. The science labs, however, should not be the slave labs. As Klingons do everything for combat, they would research themselves. Regular science labs would work, but I was thinking
[quote who="Anakione" reply="6" id="1881115"]Ok, I really am new to this whole modding thing. I have been using them for years but never have I considered doing anything to them. However I think I have figured out how to make this work using star trek ships in TA. What I did was, I opened up one of the ship components files, in this case "KHSM-Hardpoints" and added some lines to it. It now looks like this <?xml version="1.0" encoding="UTF-8" standalo
Downloading now, look forward to giving it a go!
[quote who="NemosBL" reply="12" id="1878533"]Would it be possible to make this DL mod work in DA? From my experience, AI in DA is FAR SUPERIOR to the one in DL.[/quote] The only problem I'm aware of will be in regards to race abillities, and you'll lack a space miner at the start of a new game. Though you may be able to sort that in game in the race selection area.... it's' been a long while since i've ported from DL to DA.
[quote who="Supersymmetric Singularity" reply="7" id="1878230"]Allright, I am sorry, I red the forum, but I simply can't comprehend the choice to leave account activation to administrator who does not have the time to do so. I really do not believe Han is checking the registered users, because, as you have pointed out, it is his lowest priority. What is the purpose of such activation apart from an annoyance? Normally phbBB provides activation through email, which works perfectl
[quote who="Supersymmetric Singularity" reply="5" id="1877185"]Allright, this is just getting ridiculous. TO USERS: Can somebody who already has his account activated please post the login and password information here? I am sure none of you guys is using some official password and logins for forums, so I think it would not hurt. I would do the same right know, but it seems my travel passport will be done faster than this activation procedure. TO AU
[quote who="Master U" reply="2" id="1874954"]Maybe he means the Star Trek forum.[/quote] I hope not, i'm sick of explaining why it can take a long time for access to be given. [e digicons]:annoyed:[/e]
[quote who="Master U" reply="4" id="1873441"]Well there are many things that need to be improved in GalCiv 2, and the graphics are secondary to Combat, Spying, researching techs etc. I'm sure in GalCiv 3 there will be all those additions. For example, various lightmaps, high resolution clouds and textures, diagonal rings and so on.[/quote] I agree that graphics are secondary, and something like the abillity to make planet specific lightmaps are even more so,
[quote who="I-Mod Stefan" reply="1" id="1873127"]currently, there is just one lightmap for all planets, and thats the light_noise.png.[/quote] That's a shame, I was hoping to make a more varied appearence for planets.
After looking at the Federation and Empire mod, I decided that I would make some planet textures for the Hydrans and Lyrans.. Or at least alter existing textures to look like those races worlds as they appear in SFC. However, the biggest problem i'm facing is Light_Noise. The Lyran homeworld for instance in SFC has Green city lights. In the GFX folder there are DDS files for Earth, Mars and Class_27, but these don't seem to be used. And twilight seems to use the
[quote who="Metal Swarm" reply="3" id="1872298"]I have the initial version of their mod but cant see where to find the model i need. Also i am not literate enough in ship modding to know what to alter to get it to appear in the tmeplate section of the game. [/quote] I was at that point at one time. I did put together a guide for someone via PM... though it took ages. I'll see if i still have it and PM it to you..... Can't promise it will help, but it se
You could try the initial release of the stargate mod that is on I-mod. I believe it is still available. At least that way, you get a number of stargate ships.... However, if you want to put just the deadalus into your game...... hmmmm, then the only one out there isn't the best one to use. From my view point, their model is difficult to put specular and Normal maps onto due to the texture of the model.
[quote]dumb question: where can i find them and how do i port them in to my game?[/quote] The Federation and Empires ships packs are here in the Library.. The links are in the Federation and Empires mod thread here on the board... all the install info is in the thread. https://forums.galciv2.com/313557
[quote]But why doesn't it require normal authentication, which is email. Most sites just send you a activation email. Does he not want us to play his mod? Im late to the party i know. I just got in to this sort of thing, guess better late then never eh?[/quote] It may have been due to some issues between different Trek mods early on.. where there were hacks on the original web page... Though I can't verify that, so don't quote me :D As i've said elswhere, Han often works away
[quote]oh ok i thought that this topic and mod were dead. I also thought it was from 2005 as is with most mods i find. Well now im just confused ah o well. Back to the drawing board.Guess i get back to the hunt for trek mods for space empires v and gc2. Sorry for the trouble.[/quote] No trouble at all. You can always download the available ship packs from the Federation and Empires Trek mod. While their not using ported models, the work they've done with the ingame ship designer
[quote]Sorry for reviving a topic that is probably dead, but why do we have to get access to download it? Was their a issue with this mod in the past or what?[/quote] The forums just require authentication, but there were problems with the mod... which will be gone with the eventual TA release.
[quote]I have only Dl the relase of DA and Ta is first at end of this month in my country[/quote] If I recall, the DL release of the ST mod was taken down a long while ago. As i've said, there were problems with the last DA release. Originally a DA version had a full cast of races, but there were major issues. So Han and the team he had back then, decided to do a limited release of four races to see how they worked. However, there were still problems showing up that, were
[quote]Ok this shit is taking entirely too long, why the hell do we need to get "approved" to download this mod anyway? PLEASE for the love of God enable my registration![/quote] It's been pointed out many many times... Han is often busy and is doing everything by himself. And getting angry and rude is not going to speed up your account activation. Not only that, but the last DA version of the mod proved to be unstable and suffered from quite a few crashes. As a result you wou
[quote]I really don't feel like listing those.[/quote] LOL, to the point. ^_^ I was thinking, for the Tholians there could be a fleet component that has status effects... so perhaps, it slows down enemy ships in their own territory, and enhances weapon damage in battle.... That could perhaps operate as a Tholian Web. Will the Tholians have a Y-Class planet, or a Dyson shere for a homeworld?
I know they are not part of the General war as such, but will we be seeing the Seltorians and perhaps Andromedans eventually?