Actually, I just figured something out, it's only the modules that dont work if you put the special ability in them. However, if you make a new weapon and copy the " Vampire " Ability in the weapon then you can equip it, havent been able to find out if it works yet though....but for some reason all the enemy AI's equiped it instead of any other weapon (probably because I set the amount of damage it deals to 78 and made it require a simple tech upgrade to learn it b
Indorikan
Wow, I'm amazed with the amount of responses so soon hehe. [quote]An interesting question. Even todays aircraft are not anymore limited by air friction or inertia. The weakest part is a human. More that 5-10G acceleration and the whole crew becomes unconsciousness or dies.[/quote] Since were talking about Ships and Nano Robotics in this game, eventually more advanced ships shouldn't be "manned" at all concidering the limitations which humans would have vs a computer with the "m
is there any way you can mod in an ability that makes ships to take in 0 damage or for weapons to miss? Smaller and faster ships shouls out manouver larger, slower ships.
Ok, so allready a few of you are aware of the other "Ship Abilities" in the English.str file under: C:\Program Files\Stardock\TotalGaming\GalCiv2\DarkAvatar\Data\English\ (if not open with notepad to see it and click Find and type in "Vampire") So I thought I'd try to mod in 3 of these abilities into a new weapon or module, Mainly "[ShipAbilityVampire] Vampire" How? ->GC2Types.xml: <Module Name="VampireModule"&g