Caldari, I don't know of any such mods, but I am not sure they would do what you want anyway. I think maybe the real problem isn't the power of the systems, but the all-or-nothing nature of combat... regardless of how powerful weapons and defenses are, combat continues until all ships on one side or the other are gone. A refinement for a GC3 might be to have a chance of disengagement for both sides after each round, with the probability of each side attempting to disengage bein
General Pants
Okay GP, I guess i mistook your tone, somewhat easy when speaking through this textual "series of tubes" (ha) I am sorry and will add the new line to the read-me right now... Oh, hey, I'm no angel... my tone WAS annoyed. I was annoyed at having to do the "housekeeping" to keep up with the mod... i.e., I was being a brat . But not about the "proprietary" issues... e
Hey, since we're sorta on the topic of mod crossovers and such, could you please explain what you meant by the changes Logic made to the race config and such General Pants? Last time I checked, the only difference was in the graphics! I think it had to do with the planets themselves, but I'm not sure. It is realtively simpel to compare LS's RaceConfig to the original, I just haven't done it (I'm on baby duty today, so I'm not likely to get to it <img sr
.... bump?
Anyways, GP, there's another typo. Instead of "Intellectuals" it's "In?ellectuals" In the list, or in the flavor text?
but it still dont work for me. It still isn't working for you?
@General Pants: Thanks a lot for that! Do you know if it would be possible to have it specific for a custom race, like how the effect is only specific to the dread lords, or would that require a hard-coded rewrite (which is impossible right now)? AFAIK, it is hard-wired. You can use the effect for weapons, though. I imagine it'll look something like the "force-lightning" from Star Wars. <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif" bor
I'm a little upset by your response. [...] if this turns out to become an argument I would prefer PMs rather than de-railing the thread. Hold on there... I'm not trying to be an ogre; I've made the same mistake too. The very mod you used only exists because MrKorx was cool about the whole thing. If you would please, just add the following line to the readme: "This mod contains elements modified from General Pant's Implement All Racial Abilities
Ok, here's some feedback: 1) IMPORTANT: It isn't considered proper ettiquette to include files from other people's mods without their permission. I refer specifically to your inclusion of "my" (really MrKorx's) Implement All Racial Abilities RacialAbilities.xml file... It's pretty easy to tell that it is the one I wrote, because it has the same flavor text I used; 2) This is relatively minor, but it would be a great help if you would stop changing things around quite so much. W
Of course, now you're mod outdoes mine, making all my work go to waste... Sorry about that. Like it says, though, I don't recommend mixing, so they'll stand apart just fine... I tried at one point (before your mod) to get permission to incorporate all the parties into one mod, but none of the original authors replied to any attempts to contact them (over several media). Failing that, I added parties that are similar to the other authors', with
Agh. Sorry about that I thought you were going to use some of that other guy's political parties? Didn't get permission. There are some similar ones in there, but they aren't the same (Ecologists is similar to Conservationists, Totalitarians similar to Authoritarians, etc.). Thanks for the feedback, you have sharp eyes! <img src="http://images.stardock.
There are a surprising number of bugs in this, though nothing that can't be fixed easily. Not too surprising to me... it has been through a LOT of changes. 2. Social Darwinism it says "Social Darwinists believe that a sosiety(a with a thing on top)(Euro sign)(tm)s..." Good catch! This is what happens when you spell-check with MS-Word. It converts the straight single-quote to a slanted single-quote, which
I found where the sprite graphic for the beam resides in: GalCiv2\Gfx\Weapons\WFX_PlasmaAndBlast.png but I cannot find the .X file for the Dread Lords style beam, I would think it would be called something like WFX_Blast01.X but it isn't there. I am pretty sure it is WFX_SubspaceBlast01.X
40 is still a lot. Don't I know it! (closest I could find to an exhausted smiley face)
Thanks to a lot of help from a lot of people, most especially MrKorx and Kryo, all three of these mods have been reworked, and are now posted, with some additions: Lights: Light Jewels Mod Neon Lights Mod Abilities: Abilities Mod Penaltie
Sorry folks, another update... Mongo64 caught a type in the .xml.I don't know if it affected play or not, but I fixed it anyway. It would probably be in your best interest to re-download the file (version 1.2) once it is approved. Again, sorry about that!
Kryo, When you get a chance, would you mind reviewing a new version of my Penalties Mod I just posted. There was a type in the .xml (caught by Mongo64)... I don't know if it affected play or not, but I fixed it anyway. Thanks, GP
dystopic, the mod with the starbase cores is now posted: WWW Link to Mod
Also, for anyone interested, I have a new jewel pack posted: WWW Link to Mod
The "neon lights" sequel is posted: WWW Link to Mod
40 parties! Wow, I've got to try this! Just to be clear for those who might be joining this thread late, the mod only adds 32 parties. The 40 that everyone is talking about includes the original 8 parties.
Dan, Sorry, it isn't a stand-alone mod... you need to extract it into the folder of another mod. A little confusing, I know, but most people who use mods seem to have a catch-all mod folder anyway. Try extracting it to the default folder (or manually move the files), then activate the mods folder through the options screen (I think you'll have to restart). Let me know if this still isn't working for you. Thanks, GP
Thanks all. I hope you like it. Let me know if there are any issues! It was a lot of work, but if you want to try to make some parties yourself, it isn't that hard. SCPX put a little blurb in his (her?) mod about how to do it. What took the longest for me was balancing, especially writing the PERL script to read the parties file and calculate the stats, and making the logos. If you just want to make new parties, it only takes a few minutes! Great
This mod includes 32 additional political parties, for a total of 40... try building a consensus now! These parties have been carefully balanced using a detailed comparison of abilities costs and AI preference. Many have asymmetric "penalties" to balance out their bonuses; you lose more if you lose power than you got for being in power. Among the parties you will find some "singleton" (one-bonus), and some "dilettante" (three- or four-bonus) parties, as well as more conventional ones. All have o
When I made the Light Jewels Mod, I had two other lights in mind, but they required new textures, and I just didn't have the time. I still don't have time for them, but here they are... neon lights! These are solid-colored, differently-shaped versions of the light jewels. They lack the "glare" effect of the other lights, so they don't have a preferred orientation. Included are two new styles for each of the 20 color schemes (yup, that's 40 jewels): a long, think "rod" light and a "ring" light. T