Macmatt

Macmatt

Joined Member # 2533997
34 Posts 582 Replies 889 Reputation

First off, each mod should have individual instructions as to how to install it. As a general rule, mods go in the C:\Program Files\Stardock\TotalGaming\GalCiv2\Mods, \GalCiv2\DarkAvatar\Mods or \GalCiv2\Twilight\Mods folder, depending on what version of the game it is for. After that, you launch the game, go to options, in the mod section, click 'change', select your mod, then restart the game. If it is the first time playing mods, you probably should click the 'default' button on the mod sc

1 Replies 2,444 Views

Are you trying to set up your own custom race with its own entry in CustomPlanets? If so, it's probably a good idea to set it all up in a mod folder ( see here for that), including your custom races in a RaceConfig.xml . Then you can clear your files in My Games and it will show up if you have linkd the races wih their systems.

12 Replies 7,030 Views

All the starbase shipcfgs are part of the S0 shipstyle and work for all races. For example S0_CultureStarbase0 is the first stage for a culture base. Also, if you want to play TA with your modified design, you will need to put your new files in the TA Data/ShipCfg folder. Hope this helps.

3 Replies 3,705 Views

No, there is a stsytem in place so each user can create an empire if they want. The idea behind it is that you play with mods, but if enough people want to play the normal game with it I don't see why we couldn't integrate that.

77 Replies 69,806 Views

Here's an interesting something from the license: [quote] 11. Content licence from you 11.1 You retain copyright and any other rights that you already hold in Content that you submit, post or display on or through the Services. By submitting, posting or displaying the content, you give Google a perpetual, irrevocable, worldwide, royalty-free and non-exclusive licence to reproduce, adapt, modify, translate, publish, publicly perform, publicly display and distrib

75 Replies 191,623 Views

Do you mean with custom graphics? If so, yes. Just poke around the ShipCfg files.

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Techs is stuff you want to add on to the main TechTree.xml and TechTrees is for new custom tech trees.

13 Replies 8,180 Views

When I've used the modular files in the subdirectories I've copied the XML headers into my files, which seems to work. And for other files, they go in ModFolder/Data. There is no Data\English folder ever used in the mod folder.

13 Replies 8,180 Views

May sound a stupid question, but have you started a new game, put the NewWeapons.xml into ModFolder\Data\ShipComponents and researched the techs you set up?

13 Replies 8,180 Views

I notice that for the requirement of the first tech you put "Impossible Tech" when it should be "ImpossibleTech" (without a space). That could be what's causing it.

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I don't think it is, as abilities are hardcoded to certain types of starbases. Also, race-specific starbase styles are AFAIK also impossible.

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Hey, that's ok :) . I did put the actual tag names in my post as well, but the forum seems to have eaten them :P .

5 Replies 4,490 Views

Go into Data/English and the file you want is GC2Types.xml . Then you edit the tag of whichever you want to change.

5 Replies 4,490 Views

Ship textures were improved massively in both expansion packs, although I can't think of any mods that improve texture quality. There is [link="http://www.i-mod-productions.com/downloads.php?do=file&id=78"]the Hi-Res graphics mod[/link], that adds higher-detail planet textures. [link="http://www.i-mod-productions.com/showthread.php?t=828"]Read here[/link] for more info.

2 Replies 1,937 Views

If you play the 'Battle of the Gods' scenario you start with all techs researched. Not sure if it works with TA's custom trees though.

7 Replies 5,703 Views

Each starbase has a ShipCfg file in Data/ShipCfg which you can then edit to change the appearance of it.

5 Replies 5,669 Views

The mod folder setup is different to the stock one. A RaceConfig.xml would have to be in Mods->ModName->Data, with no English folder. Also, a ModDescription.xml has to be present in the root mod folder, you can copy & edit the one from Default. Also make sure you've started a new game.

2 Replies 3,116 Views

If you go to the [link="http://wiki.i-mod-productions.com/index.php?title=Main_Page"]I-Mod Wiki[/link] and search for an xml file, you will find a breakdown of all the tags in it and how the file has changed from version to version.

4 Replies 4,385 Views