That's II as in ii capitalized, which in roman numerals is 2.
Rasori
I heard a rumor that it could be done with the aid of GUI modding. I'm clueless as far as that's concerned, so I can't help you any more than that.
Would it be possible to have an invasion tactic give multiple bonuses?
One other thing to note (and as far as I can tell this hasn't changed, though I first heard of it a while ago) is that while it is hard to do, once you get over the 27-29 billion mark, it becomes successively easier to maintain morale. I tend to keep the high PQ planets as economic, but I will slowly phase out the stock markets for virtual reality centers until I'm at about 30 billion, at which point I start bringing back the stock markets. Generally I can keep my planets at 85-100% morale if I
Like I said, modelwise we're mostly set. There's things we haven't found that we would like to get in, and there's jewelry and components we could use, but aside from that the 3D modeller doesn't have many full projects.
But keep in mind you have to upgrade manually, because the game doesn't auto-upgrade that for you.
I haven't been able to get it to work, and all I was doing was changing the model for the file. Same goes with Colony modules.
Wings 3D and Blender both work. Blender is the more full-featured of the two.
You'll need to find a program that converts them, or more likely a 3D modelling program that can import from ALO and export to X.
Well... some sort of outrageous number, yes.
Download the files and unzip them wherever. The models, at the moment, are unusable. They need to be converted.
I love being the pwner of the galaxy. Sometimes I'll extend the game just because every time I talk to someone, they say "O great one" or something similar. I just smile, laugh, and take their money.
Yes... that is uneffective where I need it though because we're trying to balance the fighter/capital ship system a bit more, in which fighters need some sort of built-in defense against capital ships... and capital ships only. Thank you for the suggestion, though.
Darn. Not really surprising, though. As moddable as this game is (which is very), some of the really useful features aren't around. But I can't complain, because 9 times out of 10 there's a workaround of some sort.
Thank you, EvilleJedi. I'm truly speechless. (And I'm continuing to write... I didn't say writeless) At a point when I was seriously contemplating just how far we were going to be able to get in this without any real models showing up (aside from scrapped/quite old ones), you've pulled us out of the ditch we had been slowly falling into. I don't think I could thank you enough for these. We should be more tan able to make use of these models (and, while we (and by we I mean
Simply load it into Paint (copying and pasting works, or opening the saved file). Then choose Save As... and select filetype .PNG In v1.2, and presuming the functionality is there (some of the folders aren't recognized), you should save the file in a new folder you make located in GalCiv 2/Mods/(Name Here)/Gfx/Race To follow the standard naming conventions (just to be safe, it may or may not be allowed to make whatever name), call it RaceImage##. The numbers 10 to 29 are av
Is it possible to add tags to hull properties? For example, could one build defense into a tiny hull so that it can be more useful without taking up space? From my understanding, you can't simply add the tags that would be on a Defense module because the game doesn't look for them, and you can't even try "adding" a "complete" defense module to it, by adding the [Defense] tag and filling it out--I've tested both ways. Maybe, however, I'm looking into it wrong. So, aside from increasing
...I'd say that's quite, quite wrong. Centrifugal Force doesn't exist, it's just a fancy name for momentum in a specific direction relative to an object.
Last I checked (which was a short time ago), you can't. It's a hard-coded amount.
Well, I dunno about fixing the jewelry... that was slowly being worked on by the devs due to a few big lists of errors, last I checked, but work may have come to a standstill. As for using various parts as jewelry, see: Kryo's Hull Sytem Mod (KHSM) for using complete hulls and various modules as jewelry. Download at this link . See also: Non-functioning Engine Parts by Kaesar for adding in engines for "superengines" or
At the moment, I don't play on the metaverse primarily because the metaverse doesn't allow any types of mods, not even things like KHSM or my own UDFM.
(bump) C'mon, guys... as much as we might act like it, Rogue Knight and I can't do the whole mod alone. I'd like to see something going on.
Big news: I've made a set of forums for the mod. Everyone is allowed to come and discuss ideas and so on, and the Mod Team forum can be read (though not posted to) by all (so, yes, you can pick on us for doing things wrong or cheer for us for figuring something out). Polls will be extended to the public to find out how much demand there is for specific features. The mod team is requested to all sign up so we can discuss the whole thing in an orderly manner. I will give you the permiss
Don't forgot the at least 1 person who's not on the team but's interested in the mod
Short post: I'd like for all members who haven't already to contact me here, in an e-mail, or through ICQ/AIM so I can get some sort of contact information ready. We're going to be starting work up real soon here. Oh, and find us a darned 3D modeller!