MaverickMW

MaverickMW

Joined Member # 2487990
9 Posts 116 Replies 166 Reputation
Reply to core ships in Modding

If you impos. tech the colony ship does the AI colonize new planets? Yes, it is perfectly capable of designing its own colony vessels.

12 Replies 18,507 Views

I've made an Invasion Tactic that drops the planet (at this point untested) down to 0 This won't work, I've tried it. I've also tried to set it to destroy 100% of improvements but it never does.

11 Replies 25,414 Views
Reply to core ships in Modding

YEah, anything other than the starting ships can't be deleted or else the game crashes. Some other ships are also used in the campaign game, so will cause crashes then too. BUT, if you put in the tag "ImpossibleTech" like I mentioned, it doesn't delete the ship, it just makes it "impossible" to build. This way, it does not show up on the build ship screen, but your starting ships (Colony, Survey) will work fine.

12 Replies 18,507 Views
Reply to core ships in Modding

The AI does not have core ships, they design all of their own I'm not so sure, I have changed some of the .shipcfg files and seen big differences in what he AI designs. They don't use the core ship stats, but they seem to me to at least start with some of the designs from the shipcfg files and then build on those. You can "remove" c

12 Replies 18,507 Views
Reply to "Hidden" Hulls in Modding

I guess the others are just some old models that were disgarded by the developers, they are not up to the same graphical standard as the other models, except maybe the one labelled Battleship.

14 Replies 25,183 Views
Reply to "Hidden" Hulls in Modding

Yeah, there we are! Whats more interesting to me though is it is therefore possible to have SHIPS in the invasion battle, if one were to completeley fiddle all the file names around. I can imagine it looking a garbled mess though.

14 Replies 25,183 Views

Well, I was bored and playing around with modding. I've mostly been fiddling with the ship models, when I notice there are several "models" with the same name convention as ship hulls. And guess what, it works too! Just paste this below into your GC2Types.xml, start a game as the humans, and marvel and the wonderous force that is the little guy marching through space... Just need to strap a particle cannon on him and away we go... There are a few other mode

14 Replies 25,183 Views

Right, I get you, so the bonuses are on the tech for the government, not the governement itself. Its a shame its all hard-coded, I would like to add alot more spice into what is essentially a rather dry area of the game.

20 Replies 18,622 Views

I can't quite understand this. I can't see where you are able to change the government bonuses. I posted it in another thread... english.str, lines 1593 to 1620... the last 3 lines are the bonus definitions of the governments Surely all this changes is the text that is displayed in-game, not the actual bonus as used in calculations

20 Replies 18,622 Views

Not true, actually. I was playing metaverse with some rather odd settings the other day with random races, and what turned up as I was expanding? Custom leader of custom race! That spooked me a little... That was fixed in the last beta patch I believe.

13 Replies 10,870 Views

You can "lock" their abilities by not touching anything on the race customization screen. Or better yet, set the race files in your My Documents file to read-only. You can still change the values in game when setting up your race, but when you go back to the race screen they will be back to default again. To get the default race fil

6 Replies 10,922 Views

I have wondered this too. The AI certainly seem to play as though the effects do stack, as they often build loads of economy bases in the same area.

6 Replies 3,252 Views

You can modify the starting ships, its just a bit annoying how to do it. Basically it uses the Colony Ship and Sensor Ship from GC2Ships.xml. If you change the data in there you can cahnge it so that you start with two scouts for example (just copy the information under "Scout" to both the Colony and Sensor Ships.). You still get the same names (Flagship), and you can't remove them entirely, but of course you can change them to whatever you want. Of course, this messes up t

34 Replies 23,231 Views

Looks like you have found one... If you look through the text files there are actually several occasions with constant references to "Earth" and "Humans" as being the player race are said to non-Terran players. Most of them are for the Custom Race text, such as when your custom race meets, say the Drengin, the Drengin will say on the foreign screen "Welcome Human...." or similar.

3 Replies 2,882 Views

In one game I had the Drengin swith to Good, and they went from a strictly average empire to having almost 50% of the influence in a very short space of time. Of course, then they switched back to evil again and steam-rollered their way across the galaxy... The one that the AI sems to play the worst at is in my opinion the Humans. Never have I seen the Terran Alliance do any good in any game, I guess because their main advantage is diplomacy which the AI in general d

7 Replies 9,194 Views

Insane how one buged tech may criple the whole tree Welcome to the wonderful world of xml editting....

5 Replies 4,334 Views

it seems like the AI will trade a max of 200 influence points at a time, so it's worthless. Oh no no no! You just have to make sure you are offering them a sweet deal. I have got almost 20,000 points by giving techs alone.

17 Replies 9,224 Views

Either that of forbid trading of a tech unless the previous tech is known. So race A can't give race B LaserII if Race A doesn't have LaserI already. Of course, Race B could give both though.

7 Replies 6,157 Views

Is it possible to make a new style, and have it selectable from the ship style menu when starting a new game? No, this is not possible. You have to hard-code the selection in a race file, either the stock races or a custom race. And the game WILL try to override it, but if you set the file to read-only it can't.

7 Replies 6,929 Views

I myself have suffered from a similar case. The Drath declared war on me, because apparently I was building my forces near there planet. What? No I'm not, I'm attacking the Drengin who are.... oh right, they are right next to you and my trropships had to travel past your planet to get there. Duh!! I'm guessing the best way to go about fixing this would be to set the trigger for this reaction to only occur is the ship stays stationary near a planet for a few turns, rather th

14 Replies 8,150 Views

Yep it works just fine. I have been modding the game my copying some ships from other styles. Such as giving the Arceans style "6" made from a copied selection of the other models. Just done this by copying all of one ship design cargo hull, and renaming the S1 to S6 for example. It should work in theory for new models too, just keep the naming convention the same way as the other styles. However, bare some things in mind: - Style 5 is actually the Dread Lo

7 Replies 6,929 Views

Well, I can help you with one of those: 6> Just add the tag ImpossibleTech to all ships in the GC2Ships.xml (the same as it is for the "Starbase" in the same file). Voila, no more Core ships!

53 Replies 22,808 Views