middle sections of both these types of bases seems totally missing. if they can be turned into jewelry, do you think you could throw those into an update at some point? (if you haven't already... i honestly haven't checked the main KHSM board in a while). I already added the culture base to my second jewel pack, and I will add the military one too.
General Pants
Bulkhead component, adds to the HP of a ship it is on rather than the defenses. Cheap, but very space prohibitive. VERY good idea... it'd be great if it could be one space, so that "left-over" spaces on hulls could be used for something. If I could mod this, it would've been done already.
At risk of looking a gift horse in the mouth, it would be great if StarDock could make the changes necessary for the updated version of Kryo's hull mod, as detailed here: WWW Link
be able to use hulls as jewlery. Glitch, you actually can do that now using the current version of Kryo's hull mod. There is also a "lite" version that is Metaverse compatible. I can't imagine it would take that much more memory... the hulls-as-jewelry doesn't seem to (apart from the memory necessary for the additional components, of course). I imagine that the reason the hulls-as-jewelry isn't a standard part of the game is probably a
I hate to do this myself, but... bump
Sorry for posting this publically, but I haven't been able to reach Vernerio any other way. Hey Vernerio, I was wondering if I could use some of your graphics in some of my upcoming mods (credited, of course). Also, I was wondering if there is any way you could modify your Death Star hull so the light comes from the same direction as it does on other hulls? Right now, it comes from the lower right, which doesn't fit well in the game. If you can fix the lightin
Frogboy, Please oh pleasy please implement the changes necessary for the planned improvements to Kryo's Hull Systems Mod: WWW Link This would be a major boon to all of us! GP
MODDERS UNITE! If you haven't seen the improvements Kryo plans for his Hull Systems Mod, check this out before reading on. Stardock is great. Stardock listens to us. Kryo has a great mod. Kryo has some great new ideas. I'd like to see Stardock make the changes to get them implemented. Let's ask for them... if enough people want them, StarDock will probably put them on the priority list. Obviously, we don
The needed options in the ship designer haven't materialized. Can't say if they will, but feel free to ask for it on the 1.7 ideas thread, etc. Cool. For the record, Kryo is not encouraging the mass pleading that is hopefully about to occur.
Ok, buddy, here's the deal: A couple months ago, you asked what we'd want to see in an update. We all weighed in. I see a LOT of my requests in this new patch (gimme a cookie!). I also see some of the best requests other people had (starbase repair is one, I believe). My POS 1999-era computer simply purrs when I run GC2, and new game load time is a fraction of what it was (important for modding). People like to point out how Stardock's service to gamers is really a clever strat
Kryo, Skipping the requisite smoke-up-your-butt about how great the mod is, because you hopefully know that by now (it is the bomb, as the kids say). I've been avoiding your mod, because I enjoy the challenge of making ships look the way I want within the standard system... like how you have to work to get what you want when playing with Legos (used to, anyway). I've always intended to move to your mod eventually. THIS right here would make me drop it all and move now. <br/
If you feel like blowing huge amounts of time, a crocodiloid race (ala the cows) would be wicked-cool! There are some neat traits you could mix-and-match: the dwarf caimans are colorful (brown irises, reddish heads), the false gharial is reddish all over, the black caiman has promient stripes (my avatar is a black caiman skull... I'm partial to caimans). There are some good 3d skull movies at www.digimorph.org. Anyway, if you have the time, that'd be really cool! BTW: As a fan of reptil
Kryo, When you get a chance, would you please check (and hopefully approve) the updated version of my Jewels mod... I just learned how to get the GIMP to do normal maps, so I fixed a couple. Thanks, Jon
NOTICE: New version just posted to the library, awaiting approval. This version tweaks the lifeboat and docking ring textures. I'm not sure the changes are noticeable, but I think they look a little better. Anyway, the bump maps should make sense to the game now...
Oops, DA only. But stil, does it work for 1.6? Yeah, sorry about that... Yes, the mod works for 1.6. It was designed during beta testing for 1.6, actually! I've been using all you mods for the last few days, and they are really useful... sorry for not stopping by to give you a congrats, and appreciation for the work you've done. Thanks for the encouragement! <img src="http://images.stardoc
I bump thee Sir Bumpsalot
Thanks for the encouragement Aggie (Oil Aggie... TAMU?). Let me know how the balance works out... the statistics were based on the premise that the built-in tactics are appropriately balanced. Super Techs will take a while... work is getting busy, the mod is taking a LOT of development time, and it will also be a terror to balance. The idea is to give you something to do with your research infrastructure in the endgame other than have an "office party" and wreck it, or research a tech v
[singing] It's bump, it's bump, its bump, it might be lame...
FYI: the logo is implemented UNDER the .png texture files, but over the hull color(s)... That may be obvious, but I'm not very up on graphics (I used a hex-editor and GIMP, then proofed the jewels by running them in DA). My original plan was to force a particular background color using the base texture file (since most logos look good on a solid black or white), but that didn't work (obviously). I did play with implementing the logo on some other jewels, but it didn't look all that grea
Here are 30 variations on the GC2:DA logo jewels. Some combinations of logo and hull color produce poor results, and the lights on the logo frame can be distracting. Worse, you often don't realize the problem until you are well into a game. This mod includes two tweaks for each standard logo jewle, one with no lights, and one with a diffusely-lit surface. Hopefully these will help salvage such unpelasant situations. Also included are eight versions of each jewel with different colored lights. Th
The best part of GalCiv is the ability to design your own ships. Here are 36 "new" jewels for your designing pleasure! V1.1: implements dummy left constructor and trade modules, ala GC2:DL. V1.2: corrects error whereby some of the logo jewels didn't work if you didn't have my logo mod, removes extraneous files from download. INCLUDES: - Three all-new "space safety" jewels: a universal docking port, a lifeboat, and a rescue ball (ala the red checkerboard thing
Muchas muchas gracias, oh great Arch-Modder!
Kryo, Thanks for the response, and for the explanation! I didn't know there was a minimum change criterion for mods... can you be more specific about what you guys are looking for, so we don't waste your time? Or were you concerned about the "please do not include unchanged graphics" clause above? I put a lot of work into these, and I'd really like to share them. Moreover, some posters on the forum boards have asked specifically for new jewels. Could I trouble you to reconsider
The AI seemed to behave as it normally does. I'll have to look back at a save when I get back home later, there might have actually been one error. [...] I bought what I believe was a radioactive world. It was already have colonized by the AI and I was able to continue building on it. Please do check that. Not that there is much I can do about it, but it would be helpful to let people know about it.
Kryo, RE: those two mods that didn't get approved last week... I am assuming that was because they didn't work (D'oh!). Sorry about that! Anyway, they are both been corrected and re-posted. They await your convenience! Thanks again, Jon