MaverickMW

MaverickMW

Joined Member # 2487990
9 Posts 116 Replies 166 Reputation

I agree. Also, and probably more simpler, I would like to ask my allies to ally with each other.

13 Replies 13,899 Views

I have tried this also, but hey you did better than me, I couldn't get ANY new buildings to show up!! So I just stick with modding the weapons and tech tree, seems to work ok there!

8 Replies 4,716 Views

You can't do it any time, but when you get the dialog that says "Race X is under attack by Race Y, will you honour your alliane and attack Race X", just click no....

6 Replies 2,197 Views

If anyone ever played "Birth of the Federation", that had simple turn-based tactical combat which I would like to see here. You couldn't move ships around at will, but you could designate specific targets for attack each turn (allowing the player to concentrate on either the most deadly target or another target e.g. attack transports first to stop an invasion force. With a 1HP Transport this becomes a bit silly, but with some tweaking it could allow players to stop an invas

110 Replies 41,139 Views

one of the Class 0 planets in my territoy was called Patroklos 1, and it was Earth! Thats because, as far as I can tell, the textures the game chooses for all planets comes from the GFX/Planets folder, of which one is Earth. Habitable planets only have the textures of the files named as the same class, but uninhabited planets seems t

27 Replies 19,213 Views

Yeah, sorry, I meant to write MiniBalls, and thats what I was using. And thats only an example. Maybe no one else has tried this, but if you change a tech requirement of a defense module it seems to cause a crash when the starbase tries to fire it. Try it for yourself. There are a few exception to this that seem not to cause crashes, but I can't determine it exactly. It sometimes works fine with some beam weapon animations.

7 Replies 7,057 Views

Ahh, well I think I may have found the problem, but possibly unearthed another. I reinstalled the game and it works fine (yay!). Turns out I was not using the original files, I must have made a mistake backing up when modding. Well, thats all well and good. But the crashing still happens with modified .xml files for no obvious reason. To take an example, from the original files, if you change the Tech Requirement of "Ship Pounder II" to tech "Railgun", and attack a starbas

7 Replies 7,057 Views

I have been getting a crash to desktop whenever intialising starbase combat. Firstly I thought it must be some kind of bug that will get ironed out eventually, but no one else on the boards seems to ever mention it. I have been experimenting and playing about to try to determine the exact situation that it happens, and I have found it always occurs exactly as the Starbase is about to fire back. In the combat viewer, attacking ships fire fine, and attacking un-armed star

7 Replies 7,057 Views

Well, of course technically there should be SOME class 0 planets , like the gas giants, but I totally agree and would welcome the inclusion of class 1 - 3 planets. I have actually created custom maps with GC2 Builder with these in, and the AI plays exactly how a human would do when included - it mostly ignores them and concentrates on the better planets, until of course they are all taken. But I would like to be able to "outpost" low class planets, just to stake my claim and be able

22 Replies 9,080 Views

Its weird, on my retail box I only had the Special Edition code. If you put that into the page that lets you download the Special Edition .exe, (https://www.galciv2.com/CollectorsEdition/) Then go to the Stardock page that lets you request your cd key be emailed to you (https://www.stardock.com/support.asp), voila! A cd key is emailed to your inbox you registered this forum account with! Strange, but it worked for me....

8 Replies 3,826 Views

I've been looking at this file myself just recently, and I think that this file only chooses what colour scheme to use for the planet, not the actual quality of the planet itself. For example, the map generator chooses to generate a class 6 planet, it then looks at planetdescriptions.xml as to what descriptions match this class (in the classrange tag). It will then use that description. It does not look at this file to decide what planet quality to use, or how many planet t

2 Replies 1,821 Views

I've have succesfully stolen a tech from the AI.... once.... It seems to be very very rare, and you have to be at max espionage.

10 Replies 10,288 Views

Yeah, I was a bit confused by this one. In one game it was the Altarians who had it, and they were allied with quite alot of players, as I got the same event. I 'd never seen it before so I started tooling up for the giant slugfest in order to crush them all. Eventually I took all the Altarian worlds, and was expecting to find some kind of artifact, but instead got... nothing.... I risked an all-out galactic war for this!!! I guess it wasn't all so ba

7 Replies 6,889 Views

I thought it ann ally would only join in if YOU are attacked. If you ally with race A, and attack race B, race A does not automatically declare war on race B. However, as soon as race B attacks you, race A joins in. So basically you can't really get an ally to help you in an offensive war, only a defensive war - unless of course you share a common enemy.

10 Replies 5,089 Views

Right I get you! I think the reason for that is mainly because the "look" of the core ships do not actually reflect its abilities. You can see that if you look in all the files. Some core ships have missile pods, but no missile attack - things like that. I guess because its not accurrate, you can't change it.

10 Replies 7,896 Views

I totally agree, thats why I'm always a bit more careful about what I name my ships I think the garbled ship design issue only happens if you overwrite a previous design from another style. I'm always careful to name every races ship differently. As for the functional modules disapearing, in the Option under Interface, the last check box says something like "Keep functional mod

10 Replies 7,896 Views
Reply to United Planets in Modding

I've already tried modding the game so that all UP issues are simple yes/no votes, that seems better in the meantime. The only thing is you have no choice on values on for example starbase tax, I've just set it to a certain value, or none at all.

9 Replies 7,335 Views
Reply to AI races in Modding

Maybe he means if theres a way to have two races the same, like two Drengin races. If that is the case, the answer is err, yes but only if you play as one of them. You can "load" a custom race, and you can also load one of the default ones.

2 Replies 2,178 Views

I've looked in the Invasion Tactics .xml file and for each entry there is a line called "luck factor" or something, so I'm guessing that "lucky" civs either suceed in invasions more often, or possibly are less likely to damage improvements.

24 Replies 7,725 Views

Its simple, but I think the end-game scores should be in order of highest score for each category, rather than just in the civilization order.

56 Replies 32,294 Views
Reply to United Planets in Modding

Ah yes, but everyone is missing the point. My main point is that without a majority, nothing ever gets carried, instead of there ever being a compromise. Obviously I know that if there is a really veried result then the vote shoudl fail, but don't you think that if the votes fall into only two catagories, then at least the "middle" of the two should be used, rather than just none.

9 Replies 7,335 Views
Reply to United Planets in Modding

Somehow I find that hard to beleive, maybe its just me being paranoid. But anyway, I still think my ideas would enhance the game.

9 Replies 7,335 Views

I just removed all the range techs and just have a single module, which adds 1 sector of range. I'm not fully decided on the cost or size yet, but this is one way you could do it. This way, if they are large enough, range modules are considered an extra to ship design, rather then something that every ship has., as they take up valuable space which could be used for something else. Most ships will have no range modules, and so be limited to the starting range. B

10 Replies 6,370 Views

Hey all. I am in the middle of modding my way, tweaking everything to my personal tastes. But I have come up to one thing that really annoys me. In the United Planets, why do all the other Civs get to vote AFTER you do? And why does the vote fail even if everybody votes on something similar? What I mean is, if for example the vote is to allow extra trade routes, there might be the following votes result: 2 votes for 1 route 1 vote for 2 routes 2 votes f

9 Replies 7,335 Views