BradenK

BradenK

Joined Member # 2525357
16 Posts 141 Replies 6,165 Reputation

Lol, no not at all! Just a bit of research! there are some great technical guides out there in book stores, wikipedia as well .

77 Replies 126,617 Views

other nuetral ideas (or atleast races) The Hapans and Corellia.

77 Replies 126,617 Views

We won't see those last three movies. While Lucas has always said the movies take precedence over the books, I don't think he'll do the last three. I'm sure it was an idea he had started with, but now the six movies wrap nicely. Plus, there are books that start 3 days after ROTJ and go until over 30 years after. I think clone technology would be better as a wonder, which gives you a soldiering bonus. But I do like the line <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile

77 Replies 126,617 Views

I like the idea of multiple ethics choices. You could actually change the course of the galaxy at that point. Well, keep in mind, we can create ten races, and use Faction names as Good, Evil, Neutral. You've got the Bothans, Mon Cals, Wookies, Hutts, etc for major races, and you can do races like the Rodians, Gands, etc as minors. Nuetral can be Smuggler's Alliance, Bounty Hunter's Guild, Mercenaries Guild, or combo of them. Those that don't like the "good" nature of

77 Replies 126,617 Views

IS anyone planning on making or in the process of making Star Wars Hulls? Not just slapping compnents together, but actual models of hulls?

77 Replies 126,617 Views

No offense, but if this mod is going to be done, we've got to stick to Star Wars. I don't remember anything called an ultra laser. or ultra missiles. I've never read any of the comics, but they don't sound star wars at all. X-Wings were armed with Taim & Bak KX9 Laser Cannons, B-wings had either Gyril 72 Twin Auto Blasters or Gyrhil R-9x Laser Cannons, etc. Even though their may not be a Taim & Bak JX2 Laser Cannon, it atleast sounds like it could have been on a fig

77 Replies 126,617 Views

I know a lot about SW. I might be able to help withh the creative side, finding the names of weapons, and techs, etc. I've actually been building a list of weapons and such. Had to make some up, but it follows the same pattern. Example. X-wings have KX-5 Laser Cannons. So I made a KX7 to fit in. I actually plan on making the energy weapons from capital ships the beam weapons in game, starfighter weapons the mass weapons, and then concussion and torpedoes the missile weapons.

77 Replies 126,617 Views

I'd atleast really like to see some ship packs! They look fantastic!

102 Replies 93,858 Views

Does anyone know? For size mod is the value a percentage? The points added or subtracted? And what is the size hull with the "official" cost of the item? For defenses, does one shield defense stop one energy damage a round? a weapon? other? I've got an idea for a mod, but it all depends on how these two things work. Thanks in advance.

3 Replies 2,908 Views

I think a carrier module would work. Each module allows you to carry so many tiny/small craft, with miniturization possibly helping. Something to carry short range craft into battle. That's all I'm looking for. Though a maneuverability trait would be nice. I'm going to try to incorporate that into something of a defense item for ships. I just need to find a way to restrict it to certain hull sizes.

45 Replies 21,120 Views
Reply to Starwars models in Modding

I uploaded a ship pack with SW ships on it. I just updated it with another ship or two, so it shouldn't be long before it is back up.

23 Replies 12,736 Views

dunno. I'm surprised mine isn't up yet...

11 Replies 13,790 Views

http://library.galciv2.com/index.aspx?m=366

11 Replies 13,790 Views

Okay, I sent the ships in to the Site, hopefully they will be up in the next day or so . Please keep in mind that some ships are based on models others pieced together, and I based my models on theirs, and tried to make it more true to the actual design. Still, they aren't that accurate . Also,

11 Replies 13,790 Views

Well, I've got some Star Wars Hulls you guys are welcome to have. I didn't spend a huge amount of time on them, and there are issues like the arms of the Trade Federation BB are at different elevations when looking at it from the front. One slops slightly up, the other slightly down. Things like that. Also, some of the fighters are made of a few parts and thus aren't accurate if you look at a picture. Dye-wing and Chiss Claw Craft for example. The Claw Craft is just a Ball with four curve w

11 Replies 13,790 Views

Well, here is my take on it. We really can't shoot the thing down. I support the war in Iraq, so please don't think I'm afraid of war or anything as such. While it might be a show of power if we do shoot it down, N. Korea is beyond the point of intimidation by power. They saw how we opened the Iraq war, and I can't believe they would want that in their country. IF they start a war with us, most of the world will be with us, possibly even China. IF we shoot down the mi

123 Replies 150,336 Views

I think Carriers would be a nice addition to GalCiv2. And here is why: Late in the game, The fleet battles tend to be about large ships. The larger the ship, the more weapons, defenses, and engines you can put on your ships. Carriers would give the ability to carry tiny (and possibly small?) sized craft. A Docking Bay module could then be added, each module carrying a certain amount of small craft. This would allow smaller craft to be carried at higher speeds to keep up

71 Replies 69,171 Views

I think I might have found the problem. The GGB internal name is GalacticGuideBook. When refrencing the survey module, it has an Altcost of 0, if you have GA:GalacticGuideBook. So I'll take the GA: out and see what happens...

3 Replies 2,006 Views

Has anyone else had a problem with the survey module cost after building a Galactic Guide Book? I went to upgrade my ship designs that had a Survey Module, and it still cost points after the GGB was built.

3 Replies 2,006 Views

I built a Galactic Guide Book, which states that the survey module should be reduced in cost to 0. However, I am still being charge for it. Is anyone else having this problem?

5 Replies 2,900 Views

I was able to save all my ships! The mod folder changed from being in my docs/my games to just being in the default folders of the game.

8 Replies 9,132 Views

I removed the size mod for all weapons, but left it for armor, engines, and other compnents that it made sense to be larger on larger vessels, such as sensors and life support. I'm going to see how that plays. I will probably have to adjust the defenses. Certain things it just makes sense for them to be bigger on bigger hulls.

34 Replies 31,175 Views
Reply to Minaturization? in Modding

I checked out the size mod attribute for the standard modules (Troop, colony, constructor) and they don't even have that attribute. Sounds like you can just delete them. Though more weapons means ships are destroyed more easily, unless you modify the defenses too.

6 Replies 4,285 Views