MaverickMW

MaverickMW

Joined Member # 2487990
9 Posts 116 Replies 166 Reputation

--- FOUND SOURCE OF BUG --- It would seem that if you have a specified .raw file in CustomPlanets and it doesn't exist ( ), then it will cause the game to freeze a few turns in. No error messages, no debug logs. Compare this to TerrainColourSchemes, where if you specify one that doesn't exist it just uses another one instead. Just to let the devs know. This one had me ba

1 Replies 2,464 Views

It can be useful if you want to provoke someone into declaring war on you, thus saving yourself the reputation of being a warmonger.

5 Replies 2,159 Views

I think it was mentioned that the AI had been tuned-up at the lower end, beginning mission in the campaign, as it was way way way too easy before.

6 Replies 5,565 Views

Generally, it goes like this: If you put it in the sub folder it will " add " it to the game. Therefore if any entries (techs etc) have the same name it will override the entry in the original file, but anything else will be left as is. You don't need complete files, just the new entries you're going to add in each file. If you leave it in the root /Data folder, the file will completely replace the unmodded file with the new one, therefore you need a complete

9 Replies 6,898 Views

Are you sure? I've been modding alot and I don't see this happening. Are you putting you modified file in the "PlanetImprovements" folder of your mod, or just leaving it in the "Data" folder or your mod? The way I figured it, if you put it in the "PlanetImprovements" folder, it will do as you describe, but if you leave it in the "Data" folder, it will override the original unmodded file. For this reason, the file needs to be a complete replacement, with everything in

9 Replies 6,898 Views

It sometimes happens - you get a "normal" planet but for some reason the game decides to use one of the gas giant textures as well. If you owned the planet, you'd see that the planet screen iis perfectly normal. It happens in the mod I'm working on all the time, usually only one planet per map. And its not the event, because it's like that from the start.

11 Replies 4,437 Views

I agree its not complicated to do, but it can be a little confusing. I have actually modded a few extra styles by splitting the existing styles apart. For example, the Terrans and Arceans now have different ships. I've done this by giving the Arceans a new style number, which only has one ship per hull type, and the Terrans default hull style does not have access to these ships. It gets confusing here, because I am changing in-game model references. Its fairly easy to add new s

7 Replies 7,696 Views

Conversely, it wish it were possible to allow the minor races to "join" your civ, by peaceful means as apposed to invasion. If you sign an alliance with a minor, then their world and population then becomes yours, etc, rather than having to culture flip them (which is difficult for the homeworlds).

37 Replies 22,893 Views

My guess is that this could be done if you used a unique tech for each race, and the normal tech. Unfortunatly, nothing can have two prerequired techs at the moment. If this is ever added, thats your only chance. You'd also want it so that the unique tech can't be stolen or traded.

9 Replies 6,329 Views

It should say so on the Tech Tree for the techs required for that design. It will also tell you what other techs are required.

6 Replies 6,290 Views

The simple explanation is: just because the AI can, doesn't mean it will. The AI knows core ships suck just as much as the human player. With the colony, constructor and troopships it seems a little different. I modded the troop module and it caused the AI to stop building troopships completely, despite being in the core ships list. Be warned!

3 Replies 4,675 Views

Only those ships that are in orbit will defend the planet automatically, not those ships surrounding the planet. When ships are built they are "in orbit". After you have launched them, you can put them back into orbit by sending them directly to the planet (click on the actual planet!) And only one ship can defend at a time, unless you have the orbital fleet manager on that planet. Hope this helps!

12 Replies 4,868 Views

There seems to be something very overlooked - high scores. At the moment we only have the Metaverse, and that doesn't support mods. We should have a high score table, showing the mod name if one has been used. This is a basic feature present in every (good) other game of its type, why is it missing? And why isn't the end game score screen even sorted into some kind of order?

93 Replies 64,379 Views

And you can also use number 6+ to effectivly create new styles, the only problem being that it won't display in the race set-up screen. You can get by this by writing it into a race config file manually (the files in you My Documents/GalCiv2 for playable races, the raceconfig.xml for AI races) and then set the file to read only to prevent the game from resetting it. I've done this to spread out the ship styles a bit more, creating an Arcean style that contains only one of each

3 Replies 4,418 Views

When I hit the windows key and then return back to the game, it usually takes about 30secs to come back from black screen. Are you waiting long enough?

5 Replies 2,571 Views

You say its "ridiculous", but your missing the point. The AIs goal is the same as yours - to destroy you. If whatever tactic they are using is working, I see no problem. The AI will always design ships that gives the best advantage against you. If you have been building heavily defended ships, you should expect the AI to build ships like you describe with high attack in order to defeat you. I normaly build ships with high attack, and often see the AI building heavy defenses as

26 Replies 21,556 Views

I think it considers all attributes; research, population, economy, but military is by far the largest factor. You can do nothing but churn out ships and watch your standing increase massively.

7 Replies 6,152 Views

I've made a other troop modules, juts by copy/pasting the existing ones and editting. Although, I have noticed that the AI won't use them at all, and you can't set a module less than 500 capacity else it will show up in game as 0 (and you can't move the sliders). Its very tricky to edit the models, of anything. You have used a model name "Unique_TroopsModule". By my understanding, the game will use models with the filename "S0_Unique_TroopsModule", and as far as I can

7 Replies 9,212 Views

What I'm looking forward to most if the different type of environment of planets - thats one thing I really missed from Stars!

50 Replies 31,153 Views

[link="http://uk.gamespot.com/pc/strategy/galacticcivilizations2darkavatar/news.html?sid=6152953&page=1&q=&q="]http://uk.gamespot.com/pc/strategy/galacticcivilizations2darkavatar/news.html?sid=6152953&page=1&q=&q=">Link Just been looking at Gamespot and come across this. No mention here. Strange. Discuss.

1 Replies 3,381 Views

Does the AI take into account negative modifiers? I guess it might not, as there aren't any in the game normally. I don't think so, they don't even show up in game. I've tried to create a "Enslaved Factory" for cheap production but negative morale, but in game in makes no mention of morale penalty at all. The effect still happens, its just no

10 Replies 5,829 Views
Reply to "Hidden" Hulls in Modding

Nice to see its all going to good use!

14 Replies 25,177 Views

Hurrah for Microsoft. I have the same problem, no space on my Windows directory. At least this game has small saved files. Some games I have create enormously huge files in My Documents, which is already chocked full as it is.

9 Replies 10,269 Views

If you look through your debug.err file it will actually tell you a percentage value of what each AI has been set. It can be quite interesting. The value depends on the difficulty level, but it seems to disturb things alot. For example, randomize intelligence on Crippling might give an easier game that standard intelligence on Painful, as long as the situation works out to your advantage. Generally I play with this option off, because of these reasons. I don't want to have lost the ga

6 Replies 14,123 Views