Tried a game with this. It's amazing how powerful you can be if you totally forfeit your ability to colonize any special worlds. Very interesting. Any problems to report? FYI: I'm working on a Super Tech mod, so you'd be able to ditch those abilities, then actually get them back later with Super Terraforming. It'd be about as much research as you need for a tech victory, though... <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif"
General Pants
A word of warning... If you start a game as a custom race, using a logistics penalty, the next time you play that race, the base logistics for that race will be lower. Apparently, the routine that saves your race preferences copies over the logistics value irrespective of the penalty.
if your idea is just to add range for the tiny hull then yes it is the normal carrier idea Nope... see earlier posts. No range involved. Carriers carry "fighters" at reduced logistics cost, but not all fighters can move on their own. It's not the standard carrier idea.
Do you think its possible for such thing to be created in a MOD instead of an official release/patch/sequel? See Kryo's response... I can mod "mini" hulls (in a way), and I can mod weapons and systems that work better for them, but carriers themselves I can't do. - no need for a new hull size. The tiny hull should be used for fighters. Tiny ships shouldnt be able to travel by themselves during weeks (turns) over s
becouse the normal idea for a carrier on this thread is not a carrier but a tanker I guess my idea isn't the "normal" one... for mine, a carrier adds lots of small ships to a fleet for lower logistics. The problem is that it won't work well right now because tiny hulls are at a disadvantage... Working on a mod to "fix" that.
I don't know about you, but red, white, blue, and yellow lights really aren't enough for me! This mod adds new light jewels: 16 new colors and two new styles, for a total of 60 lights! These lights come in all primary and secondary colors, and a small selection of "fun" colors, including a black light (unfortunately, I could not implement a lava lamp). In addition to the old "globe" style, each color also comes in flat "panel" and rounded "dome" configurations. The former are useful for w
This mod implements negative racial bonuses for all racial abilities, including miniaturization, logistics, home planet quality, interest rates, and all of the exotic worlds colonization abilities. Every ability has been given one or more penalty options, which award bonus points for a reduction in the ability score. Using this mod, you can make your Ultimate Jellyfish Race, who can't colonize Barren worlds, but can automatically colonize water worlds, and who need extra space in their
One of the frustrations of invasions is that you have few tactical options. Worse, those options are not very flexible with respect to circumstances, specifically how much money you can throw at the problem, and how much collateral damage you are willing to accept. This mod adds seven new, carefully balanced invasion tactics, for a total of fourteen. These tactics fill out the spectrum a little more evenly, and hopefully add some additional flavor to invasions. Most of these tactics are
Many thanks for the mod approvals today! I was wondering if the two that weren't approved were inadequate, or if you just didn't have time. Not trying to bug you here, I'm sure you all are pretty busy!
I would like to support the "artifact world" suggestion, and Hamster Man's ideas. Lots of other good ideas here, but these are Mega Events in the spirit of the originals (change the NATURE of the game).
couple people have emailed asking what Stardock's building looks like. Here's where we work: Frogboy, that REALLY looks computer generated. Very well done, though, like something Stardock would produce Cranky person post goes like this: Game is buggy Product should never have been released I have been a programm
GALACTIC ARMAGGEDON! I thought this would make a cool plot for a sequel to Dark Avatar, but it could make a Mega Event too. Note that this is flagrantly (and unapologetically) ripped off of Bablyon Five: - A mysterious new minor race shows up, the Folgor. They refuse regular diplomatic or trade contact, and they don't seem to have any planets, but they start making cryptic statements about how the universe is falling apart. - Then the Dread Lords show up, but more powe
I just sent you a pm before you even wrote this thread and you would not answer me. Then you take off again. What is with that you can't tell me you did not see that you received a PM. I wait around for one of you guys to come on and then you don't even answer my PM I am not at all impressed. Dude, chill... I bet the developers get like 500 messages a day. That doesn't meant they aren't listening. They never responded to any of my suggestions for DA 1.6
T I thought planets and bases of allied races already did that? Have you checked the range after forming an alliance or after declaring war? That doesn't seem to have happened in my games... Of course, I have been known to be wrong... From time to time...
If you want to use a ship design as a template, just copy the files for it from GC2DarkAvatar/ships to GC2DarkAvatar/shiptemplates. Actually, this doesn't seem to be working for me. I'm not sure of the problem, but I suspect it is either that the files need to be renamed "yourshipnamehere_t.xml" or the type in the .xml itself needs to be switched from "ship" to "template." I haven't had time to figure it out... last time I tried, I managed to accid
bump
Ok, I believe the correct thing to say is... bump?
Muchas gracias!
Wow, that was pure genius! ok... here is the link for the forum post on Mr. Korx: WWW Link and here is the link to the mod itself: WWW Link sorry about that!
I figured this mod should have its own forum post, to collect feedback in a centralized location. Do see the thrad on MrKorx's Miniaturization & Logistics Mod . This mod adds bonuses for all of the implemented racial abilities that were previously unavailable, including miniaturization, logistics, home planet quality, interest rates, and all of the exotic worlds colonization abilities. I have tweaked the names of the
I have tried this too, and it won't work. I suspect that there is a line of code somewhere that allows the load troops pop-up to come up, and it probably uses the internal name of the troop modules to do it. My guess is that this was a work-around getting the colony and troop modules to work on the same popup... although why they couldn't key off something else is beyond me. Anyway, too bad!
It will actually update if you do some things that alter influence, such as upgrading an influence starbase. Apparently, the game just needs to shoot an "update influence" call when it starts. Probably same with dipomacy too: races that wouldn't talk to you before you quit will talk to you on the first turn of a restored game. Sometimes.
DX 9.0c is required for the game to run to begin with, so I'd expect you already had it prior to this. Ok, then my computer must have been smoking crack when it said it was updating... Hmm... Wouldn't be the first time... currently, it is a 1999 vintage machine. Yeah, that's it, the COMPUTER made the mistake, yeah...
On behalf of those of use with jobs, families, and poverty-level incomes, I sincerely thank you! GC2 is the only game I play anymore, and this will probably keep it that way (once we clear up a little glitch where I actually CAN'T play right now, but CariElf is working on that!).
Strange if you got a crash despite the game exiting normally. Send the SE log, debug, etc to [email protected], as usual. Anybody else having a problem like this? I've tried rolling back to Beta 1, and it didn't help, so I'm beginning to think it may be an issue with DirectX 9.0c, which I installed the other day.