If you want content there are two main places it can be found. I-Mod-Productions is where the latest and best stuff is uploaded to, just check the downloads section. On this site there is also the Library , but that's been out of action for a while due to a bug, so there is only fairly old stuff contained there. There's other stuff scattered around other websites, but those two are the main places for con
Macmatt
This mod replaces econ bases with a new type of starbase, artificial planets! Unfortunately they function like starbases, not planets, but that can't be helped. In addition, starbases and the constructor module planets now have to be researched. In the TA version artificial planets appear much later, at the same time as Terror Stars. This mod is for DL, DA and TA and can be found in the I-Mod Downloads sect
Well done Dave, about time someone did something about this problem.
It's a common bug in TA that, to my knowledge, hasn't been fixed yet. You'll have to use the descriptions to identify the mods.
You could still change its appearance and name though.
Economy/research treaties boost each sides economy/research by a certain factor, I think its around 10%. To put custom images into the game, just take any image that's a PNG and put it in either My Documents\My Games\GC2TwilightArnor\Gfx\Portraits or My Documents\My Games\GC2TwilightArnor\Gfx\Logos. They'll then appear to be selected in the next game you start. And they don't invalidate metaverse games.
The customization is part of the game, but waht you can do is set up the race how you want and then leave the player to either customize or leave the races how they are, like in the normal game.
When you say it asks you to customize each race, do you mean this in the same way that it asks you to customize the normal races when playing without a mod?
I'll assume you're using Notepad for the editing, in which case just, as you say, add that extension to the file name, choosing "All files" as the type. If that then doesn't work still post your code here so we can see if there are any errors in it.
It needs to be saved as a .GC2Map file and then placed in GalCiv2\Data\CustomMaps. There could also be an error in your code which is preventing it being detected, try looking through it again.
What exactly is the problem? Have you put your mods in the right folder, got a ModDescription.xml, selected the mod in the options screen and then started a new game?
Which tutorial? What is it you are trying to do exactly?
To put down planets, you first have to place stars and then place the planet/s near them. To set the planets as homeworlds, you right click on them and set it up on the screen that appears. As to your second question, that isn't possible, savegames and maps are completely different formats.
To change the stats of hulls you need to edit the GC2Types.xml file. First set up a mod folder , copy GC2Types.xml into the Data folder, and then edit the entry for the huge hull. See here for what all the tags do.
I think he's saying to Zyx that he should think over a bit before doing something like refusing to pay his ISP. And cut Sven some slack, both him and Zyx are non-native English speakers.
If the problem seems to be for people in North America (no problems here in the UK), you could try going through a European proxy as a temporary workaround.
[quote who="Emperor_Seth" reply="12" id="1923334"]When someone wants an empire to be added to the MMV do they have to request it. Also do we have to play mods in order to submit games.[/quote] That should now be fixed, please try again. Also, ditto what Cronk said, this is a beta, so bugs are to be expected ;) .
[quote who="DSep" reply="8" id="2082095"]the problem with using a scenario to overcome the race cap is that you're locked into using 1 race[/quote] You could create one scenario for each race to play, a bit of a hack I know, but seemingly the only way.
You could also try using a custom scenario to get more races, but on that you may have the limit of 9 races + custom + dread lords.
Do you know how the tech trees work in TA? If not, I'll just say here what I think the system is. We have the TechTree.xml, which contains all the techs that will be needed by all the races. Each race then has its own TechTree file named in RaceConfig. These files are structured similarly to the main TT file, but only include entries containing the internal name of wanted techs (look at one and you'll know what I mean), and this tech's info is then grabbed from the main TT file. Any changes y
Sorry about that, the attachment seems to have gone walkabouts. What you need is to save this in a file called ModDescription.xml and put it into your mod folder. [quote] Default Mod TA Description [/quote]
[quote who="MarzGuitarz" reply="6" id="2056379"]What are you refering to when you say "PI's"?[/quote] Planet improvements. [quote who="MarzGuitarz" reply="6" id="2056379"]As stated earlier I have a backup folder(drop zone) but I am unclear to what you mean when you say "Activate it, settings all & forget it."[/quote] See here to set up a mod folder that lets you do what you want without fear of mes
Could you post your modified file so we can see if there are any obvious errors?
According to the modding guide, is unused, so I guess it isn't possible to set up a different coloured homestar bar using a custom map, but of course then you wouldn't get the planet textures. I'm not sure about the asteroid fields, though it could be the spaces in the Name: none of the stock asteroids have them.
1 - Those are indeed all, as there are only as many scenarios as fans have made. 2 - In the case of the scenario you have, it goes in C:\Program Files\Stardock\TotalGaming\GalCiv2\DarkAvatar\Data\English\Scenarios, as it is a scenario for Dark Avatar. If the scenarios folder doesn't exist, create it.