Yes they automatically hit, the only randomness inherent in battle is how much damage is done and how much is subtracted by defenses, both are rolled. That said, it doesn't mean it can't change, it just probably won't. To-hit chances were never a part of this game and it's unlikely that adding them in will enrich the strategic depth of the game enough for the developers to consider it. Giving better sensored ships first strike is a good idea but my hunch is it wouldn't be hard to always
OnlyAnEgg
They could "fix" it by not healing the ships when they are upgraded. It shouldn't be that hard to do, since you have to stick with the same hull type your total hp's won't change, (cargo -> large hull excepted, but a damaged cargo hull is also a dead ship, so it shouldn't matter) so just add a variable to the code that stores the damage taken or hp's remaining and apply that to your new upgraded version. Good catch on that bug though, I hadn't really noticed it before, probably because I usually
Well...this isn't JUST a simple fix. I changed a LOT. It's still Galactic Civ 2, but so many things have been changed to re-balance different issues I had with the game, and I've been doing it for so long that noting every minor change is a difficult process. Some changes people may not like....some things were added that weren't in the original game but work well so I left them in. But, a change log was asked for so I'll work on it. Here's a test run and we'll see how
One idea: farms increase pop growth. That would make them useful. I've done that in my mod sort of. Unfortunately pop growth is limited to race abilities, and there's no way to mod a race ability with a normal improvement. So I gave each farm tech a +10 pop growth ability so that researching the newer farms also increase yo
Don't put the file in the subfolder, leave it out in the data folder of your mod. I've done it and it works fine for me, without having to mess with the original files. + Added code to allow you to overwrite entire files if they have the same name and are placed in the Mods\Data folder: Anomalies.xml, CustomPlanets.xml, Events.xml, FlavorText.xml, GC2Ships.xml, GC
Ok, sorry, dropping it. Just thought I'd mention there's an easier way. From the change log for version 1.2 + Added code to allow you to overwrite entire files if they have the same name and are placed in the Mods\Data folder: Anomalies.xml, CustomPlanets.xml, Events.xml, FlavorText.xml, GC2Ships.xml, GC2Types.xml, GC2_Conversations.xml, InvTactics.xml, P
Since I started playing around with mods I've been "fixing" the game slowly over time to re-balance issues I had with the game here and there, and also threw a few new things in and tested to see if the ai will use those items properly, and nixed them when they didn't. Things that the ai did wrong I worked to fix in such a way as not to penalize them for making these wrong choices, by making them "correct" choices. An example might be Soil Enhancement. When the ai researches this te
I purposly created this file for the main folder because I didn't want it to be a mod or I mean to be put in the mod folder, becuase I do not like nor want there tech tree(only to a certain point). I created this one which is better. hrmm...he doesn't seem to get it. Mods placed in the proper folder ( NOT the techs folder, just the data folde
What you do is make a planetary improvement with a HUGE Manufacturing bonus, something extreme like , I don't know, 10000 maybe, and of course make it a super project so each civ can only have one. Now that planet can build pretty much any ship you can build in one turn, the excess production will never be spent and it's "wasted"....UNLESS you also give with the tech that gives you this super project, your proposed Colossus hull which is expensive enough that it will use up all of this productio
My suggestion...open the Battle of the Gods scenario located under data/english/scenarios and remove xeno ethics from all civ's. That way you can research that one tech normally and get the benefit of choosing your alignment when you do. Incidentally, you can also change which race you play this way, you aren't "stuck" with humans.
Relying on Focus for your galactic empire is definitely doable, but somewhat inefficient as you aren't supposed to get the civ bonus in that area from focused production. ie if you had say a 100% Military production bonus, you wouldn't get any of that bonus applied if all of your military production came from focus out of research. I did it opposite once and built nothing but factories, using focus to grab research points off high production worlds when they were building small ships. I
It did that too you because you modded the original file instead of using the mod folder. If you use a mod folder it won't be overwritten every time you patch the game. That folder has worked now quite well since 1.2. Place the file in GalCiv2/Mods/Improved Tech Tree/Data . It will take priority over the original TechTree.xml when the mod is enabled. If you place it in GalCiv2/Mods/Improved Tech Tree/Data/Techs however, both files will be used and you'll often get duplicates and other wierd stuf
Survey Module IS free after GGB....you just don't pay attention. And no, we don't really care. Aaannnyyywwwaayyyss. The OP asked about Starbase modules that are screwed up, well only one, but he hasn't noticed the others yet I guess. I've modded that file extensively, so here's what I can tell you about it. Devastation beam has a mass driver and a missile equivalent. The mass driver version is called Atlas Sling and is available mid-way through the mass driver tech tree
As Terrans you should start with: Xeno Communications Hyper Drive Xeno Engineering If you have a mod enabled, that might have changed it, or you might have been messing with your xml files and changed it yourself and forgot you did it, I've done that before. The tech's you start with are located under GalCiv2/Data/English/Raceconfig.xml. Not sure how you might have messed that up without going into your xml files. Alternatively, if you patch the game it sho
You can set other races to start out at war with each other using a scenario. In normal mode though, you can only change how they regard you.
Yes it can be edited. It's located under Data/English/Scenarios in your GalCiv2 folder. I'd suggest making a copy of the file and editing the copy. Open it with notepad and at the top of the file you'll see this: [INFO] Description=Start with all the technologies. Who is the ultimate power? Title=Battle of the Gods Image= Victory=Your greatness exceeds all others. Defeat=The mythology of your civilization will fade into legends of a demonic force long since vanquishe
I believe research rating relates to the number of tech's you've researched not how much you're spending on research and in your case you have 58% more than average, which sounds about right if the only other civ has 2/3'rds of the tech tree researched. As for your metaverse score, I believe that number of years played counts against you, so if you hit end turn indefinitely it will actually lower your score. Personally I feel that the faster games are the toughest to achieve. If you can beat a g
Only with a scenario, not in "normal" mode, but basically yes. I'd also suggest, if you do this, to also change the core ships to not be so sucktastic.
Faster than not at all? Good luck with that. Hardcoded. It might be possible in the future, maybe even near future... Not yet though.
The forum uses > and Instead use the replace-all function of your text editor to change them to some other symbol such as { and } like so {StarbaseModule InternalName="InterdictionBeam"} {Name}Interdiction Beam{/Name} {Model}Starbase01{/Model} {Tech_Requirement}HyperDrive{/Tech_Requirement} {Module_Requirement}{/Module_Requirement} {Description}By equipping the base with
Galactic Civilizations v1.3 beta screenshots Frogboy Come for the aliens, stay for the..um. July 29, 2006 Galactic Civilizations II is out and in a store near you! We've also been hard at work making new updates to the game for the past several months. This past month we've been working on a new version - 1.3 which is a free
A lot of starbase modules are screwed up or in unintuitive areas. Devastation beam for instance is available with the Subspace Ripper tech....there is no such tech so it's available right away. There's many more like this. Personally I think Starbase Defenses should be available as you climb the appropriate defensive tech, and have modded my own game to reflect that.
There is currently a no tech trade option. It's great. It ramps up the difficulty quite a bit because it forces you to really think about what techs you're researching, and doesn't allow you to abuse the ai through diplomacy, especially when playing with a lot of opponents. There has been a call for furthur restriction of tech exchange by way of either espionage or invasion by others that I'd like the ooportunity to elaborate on. First, in terms of difficulty, the current metho
Actually, space bar tells the ship to use up all it's movement without actually moving, thus you move on to the next ship and won't go back to it until the next turn when it gets it's movement points back. Tab works better if you want to go back to the ship later on in the turn (like whether you want to move that transport in to take the world or not depends on whether you can kill all the defenders first). Use spacebar to skip whatever moves that ship has this turn. Use S or G to put the ship t
When you upgraded the design...did you leave the constructor module attached or did you strip the whole thing and just add engines? It needs the module or it's not a constructor, it'll just look like one.