PUREVENOM

PUREVENOM

Joined Member # 2707728
1 Posts 13 Replies 2,458 Reputation

Yes you can re-use ship names. (The game will tell you that they don't recommend doing it, but it's never caused me any problems.) If you design a ship and name it, "The Best", then later make a small change to it "in game", you can use the same name and the new changes will show up in your current game. There is an option to delete a ship design while in game using the ship designer, and that ship design will no longer appear in your build menu. You'll stil

4 Replies 5,973 Views

Marvin's right. Nearly all changes or additions made will not show up in a saved game. New games only. There are a few exceptions to that rule, but not many.

4 Replies 5,973 Views

[quote who="panchromatic1976" reply="4" id="3166298"]There's actually no mods folder in that folder. Should I create one?[/quote] Yes if there's no mod folder there then you need to create one. Then follow the rest of the instructions from above to enable it.

7 Replies 7,416 Views

Look for this directory: C:\Program Files\Kalypso\Galciv2Ultimate\Twilight\Mods You dropped your mod into the mods folder for Dread Lords. There will also be a mods folder for Dark Avatar and Twilight. On the same page as your mods folder, look for a folder named "Twilight". Click on that then you'll see the mods folder for TA.

7 Replies 7,416 Views

Drop your mod into the mods folder here: C:\Program Files\Stardock\Galciv2Ultimate\Twilight\mods Then: 1.- Start GC2U 2.- Select the options button found in the Main opening screen menu. 3.- Once into the Game tab options (second column on that screen, first group of items, top of that section). Click CHANGE . 4.- Click to USE any of the installed mods. Click <span style="font-size: small

7 Replies 7,416 Views

Hey Marvin, from what I understand "it's been awhile", is that the race ID# is not used. Only the Race name is relevant. Of course it's been a long time since I've fooled around with the flavor text and conversations xmls, so I'd check the I-Mod wiki. We should have a better detailed description of all the values there. Hope this helps. .......PUREVENOM

1 Replies 3,041 Views

We're still around, come by and pay us a visit. http://www.i-mod-productions.com/ ..............PUREVENOM - Community Manager I-Mod Productions

2 Replies 3,052 Views

[quote quoting="post"]Hello, I'm looking for a way to disable building of certain ship types. [/quote] After re-reading your original post, you stated, "To disable building certain types of ships". You didn't specify that this was for the AI only, or for both the AI and the player. If it's for both the AI and the player, couldn't he just delete the ship's entry in the Player TECH, PSI, and PHASE entity files? If that doesn't work, then also deleting the same sh

18 Replies 20,589 Views

[quote who="harpo99999" reply="4" id="3129951"]yes, both myfist0 & myself HAVE uploaded files containing all the EARLY (sins 1.0-1.05) fighter/bomber/gunship meshes/textures here is MY copy (http://dl.dropbox.com/u/8023186/sins%20mods/sins%201.02%20fightersmesh%20%26%20texture%20refs.rar) harpo [/quote] I don't remember those, anyone have a pic of them? Or are they the ones posted in the downloads section at the MyFisto's site?

6 Replies 5,789 Views

You know when I first saw your screenshot that you posted, it reminded me of one DAMN EPIC GAME that I played. But it was the Alterians who were at war with everybody. (Well they did have an ally, the Terrans). The funny thing was, is that I started the game, with absolutely no intentions of playing it. I hated the model they used for the Doom Ray, so all I was going to do was sit there on my one little planet and research all the weapon techs until I found a model that I liked. Then leave th

5 Replies 10,234 Views

An alternative you might consider; when your population reaches it's max to where your approval ratings start to drop, build a troop transport for anywhere from (2,000 to 4,000 troops). Once built, launch it, (with the troops inside obviously) and set it in a corner of your empire away from the enemy until your ready to use it. I'm not sure about TA, but that's what I do in DA. So I generally have a small amount of transports built up when I'm ready for a major offensive.

12 Replies 12,684 Views

I can't believe this thread is still going. Well, since it won't die, might as well add fuel to the fire. All would bow before the Ori!

634 Replies 1,616,162 Views

The moons look great. I think colonizing them separately from the planet would be a natural step, kinda like if we actually set up a colony on our moon. But I'm not sure how you would go about the logistics and tactical slots for the moon. *Unless you simply didn't give the moon any logistic or tactical slots, just population and exploration.

146 Replies 122,770 Views

Capital Ship names like "TDN Behemov" and "Merciless", can be re-named from the English.str file. If your trying to name frigates in this fashion, that cannot be done as far as I know. Unless you do as GoaFan77 suggested and make all the frigates in the game capital ships. If your looking to change the frigate's class name such as: Cobalt Light Frigate or Kodiak Heav

13 Replies 7,864 Views

Here's a link to Harpo's Reference files for Diplomacy 1.011. This will give all the files for Diplomacy before version 1.2 diplomacy 1.011 - filefactory.com Diplomacy1.011.rar

4 Replies 36,461 Views

[quote who="Ryat" reply="5" id="2925870"]A good thought, though that would mean that only the Vasari can make mines anywhere.[/quote] True. Although as it is now, two factions can build/create mines anywhere and one cannot (TEC). It would simply be reversed, 0ne could build anywhere and two wouldn't be able to. IDK, that's why I wanted to see how others felt before I started doing anything to the mines.

11 Replies 9,266 Views

[quote who="ZombiesRus5" reply="3" id="2925838"]The advent AI is the worst offender at mine construction and could really use to remove the feature from the drone host as it just gimps the race in SP games.[/quote] I know exactly what you mean about the Area Drones. They tend to get built and not used far more often than being built and used properly. Perhaps a good balance would be to leave all the mines as they currently are, but remove the Homing Mine Squadrons from the Area Drones

11 Replies 9,266 Views

Thanks for the input Darvin, that really helps out a lot since I'm a skirmish player and not an online player. So it has good strategic value in multiplayer, just not so much against the AI. I think I'll leave them be then, since it has better value in multiplayer games.

11 Replies 9,266 Views

I've always found mines to be nothing more than a mere nuisance. After taking an enemy planet and there are mines still left in the gravity well, aside from simply plowing through them, (Which is always an option), but trying to clear them out with scouts is simply a pain in the ass. I took the mines completely out of the game for the mod that I use for my own personal use. However once I start work on a mod that is to be released, I would like to hear how the community feels about whethe

11 Replies 9,266 Views

Does anyone have, or can get the mesh and texture files for the three Destroyers? Hell I'll take just one if that's all I can get my hands on.

7 Replies 2,841 Views

[quote who="ZombiesRus5" reply="5" id="2923571"]So two questions: 1. Can a buff target structures anywhere in the galaxy? if not, can a buff target planets (similar to psi ability) to target structures owned by you? 2. Can a buff wait for a sub-buff to complete? I know sub-buffs can wait for the parent buff to complete, but I haven't tried the opposite.[/quote] 1. The Ability, "AbilityTechOrbitalCannon" can target planets anywhere in the galaxy. It'

2,761 Replies 7,633,124 Views

[quote]Light Frigate is weak against dedicated combat frigates, but pretty much impervious against everything else. Strike craft deal low damage against them, flak frigates deal low damage against them, support cruisers get cleaned up quite nicely by them, and they're much too fast for carriers to even attempt to out-run them. If the enemy doesn't have a sufficient number of dedicated combat units, light frigates can be quite nasty.[/quote]yup, one of the most underestimat

18 Replies 10,503 Views