I agree with Voltron on the Shadows and Vorlons point. As it stands they just don't feel like their respective races, and there's nothing frightening about them when you play against them. I know that all of this could change when the tech tree starts receiving race-specific technology (if it's going to) but the disadvantages of the Dread Lords (unable to colonise, only invade, for instance) would also add to the general feel of the two super powers. It might leave a bit of a vacuum with regards
Goatfoam
GalCiv canon aside, it'd be a useful option for modding, if nothing else.
The bonuses you get from researching the government and actually changing to that government are different. The tech gives you bonuses for understanding the type of government, and switching to it actually gives you the bonuses (and morale restrictions) of having that governmental type.
This feature's available right now in the 1.1 Beta, and will be included in the official patch. No mod required.
Sent. Bear in mind these are just placeholders so I have something pretty to look at while testing the mod. I'll probably do nicers ones ripped straight from the DVDs later, and add in all the other races. It should look like this: If you need help installing, Galactic Ambassador's thread pretty much covers it.
I've got some I've been using as placeholders, Vorlone. Email me at [email protected] and I'll send them your way, or add me to MSN - [email protected]
Hmmm... yeah man, that's gonna get confusing. How did you add the multiple tech requirements (I haven't got that far yet, just designing the tree in paint)? Was it just a case of adding additional requirement tags, or did you need to include all the requirements in the same tag?
Morden, I'm gonna go ahead and work on a preliminary tech tree. When it's done, - if by that time you haven't already done one - I'll set up a proper thread for this mod. That way we can stop stealing all of Coplann's thunder. Once again Coplann, great looking ships. Keep it up!
The tag in the tech tree .xml, is a lower number assigned a higher priority for research than a higher number, or is it the other way around? Cheers.
Fairly old thread now, but I'd be interested in any light that could be shed on this subject too. So, bump.
Okay, I compiled it. It wasn't as much as I thought without all the extra stuff I'd done before the crash. Bah. Anyway, here's what I have so far: Link Let me know what you think.
Okay, Morden, there was a bit of trouble with that Babylon 5 mod for SEIV. Basically, my hard drive burned out in December, so I didn't have the files on hand. No problem, I thought, the guy beta testing for me would still have them, right? Well, kind of. The only files he's still got (and has JUST passed back to me - that's why I'm delayed in responding) are early, and only deal with the Earth Alliance, really. The basics are still there for the four
I settled with replacing the human ships with them for now. It'll be a lot easier once the mod folder's in use, but for now yeah, that'll do just fine. The first time I tried it I got some really odd effects though, only the Sharlin showed up. I just updated to Beta 3 though and it's working fine now. They're some great looking ships, Coplann. I can't wait to see the Flyer and White Star added. I might even take your cue and see if I can't get some of
If people are waiting for your pictures, why don't you just send it to them? It's not like the files have to be in the library to work. Sure, it might not get community-wide recognition (unless you put them up on another mod site), but the people waiting on them will be sated.
I couldn't get these ships to work. I copied them to the models folder, and renamed the .x files as S100_Structure208, 209 and 210, respectively, replacing the original files. They're just not showing up in Kryo's mod. I got the Sharlin working by copying it over the racial ship, but neither of the others worked. Any tips?