MabusAltarn

MabusAltarn

Joined Member # 2490498
8 Posts 577 Replies 1,093 Reputation

[quote who="Maiden666" reply="1289" id="3532406"] My copy is from a hardbox distributed by Kalypso, and I have no trouble with it. [/quote] I bought my version on Impulse when it was still owned by Stardock. Also, no issues. [quote who="februarius1982" reply="1290" id="3532419"] Never crossed my mind. I am interested to see differences between CU and your APT, tnx! [/quote] The differences between APT and the CU are vast. In my opinio

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Also, have you tried running the game as Administrator? To do so: * Navigate to the folder with the EXE file. * Right click GC2TwilightOfTheArnor.EXE * Click "Run as Administrator" * If needed confirm Windows you are sure you want to run the application as Administrator

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[quote who="februarius1982" reply="1286" id="3532278"] Regarding the exe file. I'v tried everything but still can't run the game with it. Could it be because I don't have steam version of the game? I am desperate to try CU, otherwise I am condemned to play the game with APT2 mod. [/quote] Or you can try an older version of the CU. I'll inform Stardock there may be some issues with steam. On a side note. If you

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Done. I've added a text file to the file archive. It links to the How To Install A Mod movie I've made a few years back and briefly explains how to copy the new EXE file over the old one.

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[quote who="Maiden666" reply="1278" id="3531665"] I think to include a quick "install"-read.me for folks who are completely helpless about mods would be in order - otherwise the same questions will appear here in this thread over and over again... ^^ [/quote] Agreed

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[quote who="abelisari" reply="1269" id="3531110"] Hi Ragic, at the moment this is just a mod, so you have to install it yourself following the instructions provided. It will be part of an official patch (sooner or later), but according to what the mod authors say, it is still not clear when this will happen. [/quote] I'll see if it I can create a full installer. Not sure when I'll find the time but I'll put it on my todo list.

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[quote who="Maiden666" reply="1264" id="3530414"] On another note, does anyone know when Frogboy is coming around again? The Update has been freezed for a huge amount of time now, I was under the impression it was gonna be become official soon, but seeing now the weeks pass by wihout anything happening I wonder what we could have done in the meanwhile.... (?) [/quote] I've send an E-mail to Yarlen about this last saturday. No response yet.

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@Silas. Looks good. I've changed Chaff to point defense and updated the manual. I'll add some images later. Thank you for writing this down. @Maiden. Alright so increasing the number of colonist on a colony ship is not a quick fix. Thanks for explaining. Concerning the trading of low population planets. We're not going to fix this by removing the diplomacy discrepancy that exists between the included civilizations. Clever point assignment combined with targeted res

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[quote who="Maiden666" reply="1256" id="3528131"] What you could do is to do away with the diplomacy-penalties for the evil-aligned races (also Thalans) in order to level the diplo-playing field in the early stages of the game. Give them other penalties (such as loyalty, influence etc) instead or shift the diplomatic penalty to the mid-stage of the game (nerf some diplo-techs for them). [/quote] I would rather see this fixed in the exe. Alternatively we could increase the nu

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[quote who="samuraiu" reply="1254" id="3527971"] So if i understand correctly, i unzipped the mod, then i removed all custom race configs as in videos, this way ensuring the mod works correctly, and after that i can change every race abilities to give them more points to economics, morale, then save the race, and the mod will still work correctly ? [/quote] Absolutely! The reason you must remove the old customization is because these customization's contain data from the

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Samaraiu, I'll do my best to answer your questions. To ensure the AIs work to the best of their abilities setting them up yourself is highly recommended. However, if you don't the game will assign abilities to them, usually focusing on morale, economics, etc. If you want to check up on the AI you'll need to enable cheats. Check out the Galciv 2 WIKI for more information on how to enable cheats. Cheats allow you to take over an AI player and check their progress. Th

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[quote who="samuraiu" reply="1248" id="3527679"] I have ultimate edition version 2.0.3, for some reason cant update to 4, but i would still like to try this mod, and i dont know what to do with this line below, can anyone help me ? Any is there any how to install this mod ? [/quote] Take these steps to install the 2.04 EXE file. Download the zipped EXE from the file archive. Overwrite the old one. To install the mod, watch this YouTube vide

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I've processed the corrections and took a hard look at the manual again. I've also written a short chapter on the campaigns. It's available from te file archive.

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[quote who="SilasOfBorg" reply="1240" id="3525730"] 7.1 Campaigns page is blank. Intentional / not finished yet, I assume? [/quote] I think I forgot :). When I make a desision to put something in the appendix I create a chapter and finish it later. I guess I didn't in this case.

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[quote who="OShee" reply="1235" id="3525342"] Page 89, will there be an update on Weapons? Some description would be nice I guess :> [/quote] I didn't write a chapter on weapons and defenses because I don't know nearly enough of the new system to do a proper job. If someone can write a chapter on this I'll add it to the manual.

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Hey everyone. Thanks for the many, many corrections. I've come down with the flu and my skull is currently harboring cotton balls. It will be a couple of days before I get to it.

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[quote who="SilasOfBorg" reply="1233" id="3525275"] 1500 pages of garbage. [/quote] That's odd, I'm pretty sure I only wrote 1498 pages of garbage ;). If you keep having trouble opening the document I can save the it as a different format. Word 2003, PDF or perhaps I'll upload it to Google Docs.

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I've finished the first draft of the manual. Link: https://www.dropbox.com/s/e45st07h3ymusll/GC2%20Ultimate%20Guide.docx?dl=0 It's a MS Word 2007 document. Please take a look and tell me what you think is missing. Also, any spelling corrections will be greatly appreciated. Regards, M.

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[quote who="abelisari" reply="1226" id="3524733"] Pity, thank you for the answer. Maybe I could try to play disabling tech trading completely. Finding cash for buying planets should be more difficult, then. [/quote] Very much so. Also, picking a race with a diplomatic penalty should make things more difficult. [quote who="Tiokon" reply="1227" id="3524740"] I recommend always playing with tech trading disabled. I think many agree.<

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[quote who="abelisari" reply="1222" id="3524422"] So my question is: is there any possibility within the mod to make buying planets much more difficult, if not impossible? [/quote] No. There isn't. AI behaviour such as selling and buying planets is hardcoded.

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Yeah looks like the spelling corrections I did got overwritten. I've made a minor update. V6.0.1 Link: https://www.dropbox.com/s/so9v27yrdd3vgtm/Community%20Update%20V6.0.1.zip?dl=0

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[quote who="Maiden666" reply="1219" id="3523791"] Release 6 did revert these changes, and I hope no other damage was done... [/quote] I'll do a side by side comparizon between CU6 and WC102 to check.

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