Moaku

Moaku

Joined Member # 2676926
1 Posts 8 Replies 94 Reputation

So kryo, any news about Cari 1 week later? ^^ I posted many "little questions" and remarks in various threads... I'll eventually group them in 1 new thread now that I explored more possibilities / limitations

3 Replies 3,666 Views

I agree about the lack of documentation. Not only about gameplay, but mainly about modding... Only some files contains usefull comments, and many you have to "Guess and try" to see how it works... and some time work around for hours until you get what you want... Admins posts howtos sometimes, but they're often kept outdated, or incomplete... It would be much easyer for everyone just having each field of each file commented like in the header of PlanetImprovements.xml, knowing what to work with

24 Replies 15,129 Views

Loose clusters don't seem to change the fact that IA placements seems to do it "too randomly" without paying attention to distance with other players... However, you still can press CTRL+N while in galaxy map after 2-3 turns if you see 2 too close opponnents... it will regenerate a map and it's much faster than creating a new game to do the same... (It will also go back to "Turn 0" and you'll start with 1 planet and 3 ships, just like if you just started...)

4 Replies 4,900 Views

And about the population count problem ? Any way to manage >22.00 habitants planets without getting exponentially unrested ?

3 Replies 4,656 Views

Just informing that I found the answer to my 2nd question about race specific tech tree, I just used [Requires]ImpossibleTech[Requires] instead of technology victory, much more proper ^^ (didn't resolved the main question yet...)

3 Replies 3,666 Views

Not sure it's the right place to post that question but... is it possible to specify race specific conversations for custom races (please note the "S" after "race" ) ? I tried to replace and number values with the custom races names, don't work...

6 Replies 3,700 Views

Well, when GalCiv3 will be in beta stage, if you want a linux tester just contact me ^^ It would be quite easy for you to port it if you natively develop it with "OpenGL" in mind for the rendering engine, DirectX closes much doors to portability, and it will be even more archaic with the comming of DirectX 10 which is ONLY vista compatible... (so DX10 games won't even run on XP (and I hope that some dev teams will just switch to opengl, so make much more games portables... so they could make

42 Replies 87,830 Views

I tried that too, it *partially* works only... Looks like custom races in the mod\data\customraces is expected to be used in conjuction with raceconfig.xml to replace the original races so can't be used as "CustomRaces" shall. While trying to make a workaround on this, I managed to make custom races in that folder to work if you want them as opponnent ONLY, and with some graphics path dependencies issues... even with relative paths specified in mod\data\customraces\race.xml, in most case

5 Replies 4,722 Views

Hi guys ! As a good Stargate fanboy, i'm making my own pack of features / races, etc... and for better inter-connectivity structure, I decided to put it into a mod folder ( \Mods\ and not \...). Unfortunately, the first thing I tried to do is importing my custom races, but I can't find the way of importing them "As I would like to"... I would like to put my customraces that were usually in the my games\gc2darkavatar into that mod structure in order to make

3 Replies 3,666 Views