There have been a lot of interesting fan ideas and thoughts for for new content and how to improve Galactic Civilizations 2. I'm not going to add to that. I just want to see Galactic Civilizations 3 at some point. Sign up if you do to
Bred77
Yeah you're right, I do. Works fine without the mods. Spent ages building this mod though. How would I recognize a corrupt file? Again, any tips welcome Cheers Bred77
Thanks Kryo but no luck. And still contains scenario errors and Personality errors ( CustomPersonalityWnd: Cannot find OBJID Personality_Special) along with Dark Avatar tile errors- those shouldn't be interfering anyway right? Any other advice welcome Thanks Debug Message: Version v2.03 Twilight of the Arnor
Hi Kryo / team Please ignore last post. Have looked through the files and it seems the game is acting as if I have selected a scenario when no scenario is selected. Any tips on how to get out of? Here is new debug file Debug Message: Version v2.03 Twilight of the Arnor last updated on: Thu Jul 23 11:47:38 2009 Debug Message: Checking DX Version. Debug Message: *********DXDiag info follow
Hello folks - combined Star Trek v Star Wars mod with custom races but some errors have crept in. If you can spot anything obvious I'd appreciate the heads up. Cheers Debug Message: Version v2.03 Twilight of the Arnor last updated on: Thu Jul 23 11:47:38 2009 Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.********* System Info Time: 9/24/2011, 11:34:58 DirectX Version: DirectX 11<b
Thanks, appreciate your heads-up Kryo and shall approach it with stoical cursing
Here is Debug for latest attempt: Debug Message: Version v2.03 Twilight of the Arnor last updated on: Thu Jul 23 11:47:38 2009 Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.********* System Info Time: 8/16/2011, 19:02:41 DirectX Version: DirectX 11 Machine Name: BRENDAN09-PC Operating System: Windows Vista™ Home Premium (6.0, Build 6002) Service Pack 2 (6002.vistasp2_gdr.110617-0336) La
PLEASE HELP! Have just spent a month losing friends hacking a custom mod together from everyone else's amazing efforts. Worked perfectly until a washing machine engineer switched the electricity off while I was in mid game. When I got power again since my custom minor races' logos weren't appearing on the galactic map I thought I'd add Galciv's minor race logos instead of previous. I swear this was all I changed! Now I ca
Thanks for the reply Sole Soul. I hear you about extreme stats being the logical conclusion to the game mechanics but does seem very unfortunate. No it wasn't close to end of tech tree and no it was not a single gun. I can only express a general peeve not directed at you then. If AI calculations naturally lead to maximising values for something like weapon and there is no negative factor of other modules that need to be taken into account this
Hello folks, Hope one of you can help me out with what I'm wondering is a simple coding issue. In my TOA Ultimate Game the auto upgrades to attack/ defence ships add all highest value weapons possible to hull sizes making impossible ships to defend against (tiny ships with +60 gun attacks). The ships have no engines because all the space is taken up by weapons. They have nothing but weapons. But they can move, seem to have sens
Thanks, Kryo. Any advice you can give me is welcome mate. I'm not smart with gamespeak or code. I'm not playing a campaign though and as I understand it are space miners not meant to be able to mine from the get go? I know you have real work to do as well as answer questions like these but I'd appreciate if you get the chance to have a look at the debug. I've taken out all the C drive file refs because I have nothing saved. I know most of the F drive reports wher
spacetruck module present in TA GC2ships.xml but no mining achieved on any asteroid field by miners. Wondering whether this is a bug due to TA campagin?
Had a few problems with HRGM custom mod and Ultimate edition crashing which I sorted out thanks to some old threads. Got everything up and running except that none of my custom races space miners have the SpaceTruckModule installed on start-up. Re-installed the game. Space miners work on in-game races. In the mod I have cobbled together 6 ship styles. Each with all cfg files and templates. All ships appearing in Ship Designer. All colony shi
Sorted this out and everything fine with saves and custom ships/race/HRGM/ apart from 1 bizarre twist which I'm hoping for some ideas/help from folks on Thanks for input Kryo
Problems continue, thanks for your time. Started a new mod with custom races but without HRGM. Here is debug. Have taken out all references to C drive where save games as I have no save games so there could not be conflicts. What I also find interesting is the debug error reports to mentions of game files rather than mod files. Does this have any bearing on my problem? Also all of the ship templates are there as I can see every design in Ship Desi
OK. Thanks Kryo. Is that why the game would give me a TMP file instead of a SAV file on save?
And tried to move mod to Twilight folder on MyDocuments/Mygames as that is where all game data held but no change.
Sorry for continual posts. Now tried new test with mod 2 custom races developed from in-game races, 2 from using mod gfx. New error message at bottom reads: Debug Message: Tried to enter unprintable character: 8 Debug Message: Tried to enter unprintable character: 8 Debug Message: Tried to enter unprintable character: 8 Debug Message: Tried to enter unprintable character: 8
But not with custom ships etc for player custom race. This seemed to happen after I tried a new game with an immense galaxy. Although I had not saved any of the small galaxy test games previously, I managed to play for a few hours on them in mod with all mod settings.
No. I can save with my custom race and with supplied races
Crashes immediately on save. TMP file created for save game instead of SAV file
Debug file, thanks: Debug Message: Version v2.03 Twilight of the Arnor last updated on: Thu Jul 23 11:47:38 2009 Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.********* System Info Time: 4/29/2011, 22:41:14 DirectX Version: DirectX 11 Machine Name: BRENDAN09-PC Operating System: Windows Vista™ Home Premium (6.0, Build 6002) Service Pack 2 (6002.vistasp2_gdr.101014-0432) Languages: Engli
Hello folks, Trying to play a High Resolution Mod with a number of custom shipsets. I can't get them to work. Last attempt was the Tauri shipset. I am just importing the files into their correct mod location. Any ideas as to what the problem is? Is this a known issue? No ships appear in Ship Design. Cheers Brendan
Hello peoples, I'd imagine versions of this question/ issue have appeared elsewhere but I haven't been able to find them. I just bought the Ultimate edition after a little break from the game. I decided to build custom races with ship sets using some found in the GalCiv2 library but found some problems. For 1 race I combined the Romulan and Klingon ship styles. This worked fine and I could view all ships in the design
Link doesn't seem to work...