I created a "Defense Optimization" tech branch to my tree for raising the overall defensive values for ships carrying defense equipment. Again, this isn't exactly what you're looking for, but it is a way of providing an advantage to defense equipped ships that can't be used by ships laden only with weapons.
Kultan
On the other side of the coin, I'd like to disable the surrender option as I like to defend the underdogs and try to keep all races in the game longer. I'll expend a lot of effort pouring money into a weak race's economy, trading with them, sending fleets of ships to their defense and going to war against the aggressor. I'll have my fleets in a position where there is no way the attacker can do any more harm to the underdog and three turns later... they surrender to some random race. That's v
I read the 1.3 change log, but I've been busy modding and haven't played a normal game in a while or checked the official XML. What exactly did they do? From reading posts it looks like they lowered entertainment building effectiveness on morale, and may have also done something with population and taxes?
As to files replacing rather than adding when left in the root mod data folder, I haven't tried that myself. If it does work that way, it's not documented as such. That's the way it seems to work. In my mod only the PI's from my custom XML exist in-game, none of the originals. PlanetaryImprovements.xml is stored in the Data folder... I've never
Minors work as designed. This time we decided that minors would stick to their home world and mainly exist to trade with, establish trade routes with, and invade. I have no problem with them not e
Is that a feature or bug, curttasker, that you must have a type of module first to get the assist bonus? I would assume any 'assisting' would kick in regardless of whether I had a module of the same type. It is projected from the starbase right? Otherwise defense is a waste of time... again. Why did they even bother to put defense in? Think
Cool. Yeah, I like forming a federation of minors. Among other things, it give you a good excuse to go to war against bullying majors without feeling like a total warmonger.
Right click file - Properties - Read-only selection in the Attributes section.
I hate to ask the obvious, but... have you tried rebooting?
Has anyone ever tried blockading a planet? Can you surround them with enough ships that nothing can get in or out? Might be an intersting tactic for defending a friendly trading partner or minor race against someone you don't want to go to war with. Hmmmm...
Are you using a mod? If so, go into the Options from the Main menu, deselect the "Use Mods" option and Quit the game. Then restart and see if it works.
Yeah, it's kind of flaky I've noticed.
I believe there are notes in te XML saying the starport internal name, "BasicStarport" is used within the code and should not be changed. If you were to make an upgrade for it, your upgraded starports would have to have a different internal name. The new name probably wouldn't be recognized by the code as being a starport anymore. Since there is nothing in the XML tags I can see that would give a starport its inherent abilities, my guess is the game would no longer consider your planet as hav
I'm working on a big mod that includes (among a lot other things) completely rewriting the minor races. One thing I wanted was very strong soldiering so they could put up a fight against aggressors. Another was strong trade skills to put them at an advantage and to offer bonuses for those trading with minors. After that, I gave them abilities that fit their profile. Two I came up with from scratch, the rest are takes on Protostar: War on the Frontier and MOO2. I kept the Snathi, but re-wrot
Are you guys going to offer some individual downloads (like ship models)? I personally would just like to get he Federation ship models and add them to my games, but I'm not looking to convert it beyond that.
I'll send it in, but it looks like the issue exists without modding enabled with the default minors. I ran some start game scnarios (modding disabled). Carinoids had: Military: 70% Research: 10% Influence: 50% Trade: 4% Scottlingas had: Military: 70% Research: 20% Influence: 50% Trade: 4% But in the XML abilities they have Economic of 100 and Logistics of 4. Everything else is set to 0. They don't start out with any techs. I
I've not seen any place to boost their default HP, but you could mod up their defensive modules to allow them to better stand up to attacks.
As far as the "more population growth" vs. "higher taxes" tactics to get your economy roling at the beginning of the game, I started out with the high taxes approach. I've since tried the more population growth approach and haven't turned back since. It just seems like I do better in relation to how the other civ's are doing in terms of economic growth.
Sure, just make a copy of the RaceConfig.xml found at GalCiv2\Data\English\, update the copy with whatever values you want in the Custom Race entry and stick it into a mod folder in the \MyModFolder\Data\ folder. This of course can't be used for Metaverse games, but I don't bother with all of that anyway. Check out CariElf's modding guide for more details or ask away! https://forums.galciv2.com/?forumid=348&aid=118797#981144
Yep, it looks like she discussed it down to the letter. I need to get back into the habit of reading those... thanks, Kryo!
I found a problem with modding the relations between RaceConfig.xml and CustomPlanets.xml. Specifically, trying to create new, custom star system/planets for existing races and for minor races. Ideally, the code should look in RaceConfig.xml at a race's [Homestar] tag and then bring up that corresponding [StarSystem] in CustomPlanets.xml. Then match up the [Homeworld] tag in RaceConfig.xml with one of the five [Planet] tags within the previously found star system in CustomPlanets.xml.
It looks like it's definitely re-assigning the values to different, random abilities. For example, when I gave the race 100 Soldiering, they ended up with some other random ability having 100 (like Crime, an ability I had set to 0 in the XML), while their Soldiering was 0.
Bump. Anyone know if this is a bug, or if there is something I should be doing to get the racial abilities working correctly for minors?
After starting a new game, you could check your debug.err file. It will show what all of the races, including minors, are researching. If there aren't any researching, there aren't any there. I haven't had any problems with minors spawning on Large maps. My latest one had four to start with and three showing up through the course of the game. I like to protect them and bring them into my little allied Federation of me and only minors. The majors learn to quit picking on them after
I have some new hulls working in a mod I'm currently working on, but I never tried doing it before 1.2 so I wouldn't know if anything changed from pre-1.2 and now. Basically my steps were: 1) Make sure your .x file for each model starts with the race indicator for who it will be available to. As in "S0_MyNewShip.x" for it to be avialable to humans. I've never left that out so not sure if it will break anything if it's not in the file name. 1) Put the .x and .png hull files i