I'll consider it.
Davabled
[quote]I'm not sure if both of those tags were available in DA--might be TA only.[/quote] I still haven't installed ToTA... So yeah, they are both in DA. I was able to find them in the manner in which Loupdinour described.
Thanks to you both. I ended up copying the "LargeHull6" type in GC2Types.xml, pasting it back in as a new entry, renamed it to "StarbaseHull0" with the Tech_Requirment changed to "ImpossibleTech" so it couldn't be used to build actual ships, then modded HP and sensor range. I then went back to GC2Ships.xml and changed the Starbase entry's Component tag to point to the new StarbaseHull0 So far, looks to be working as planned. :)
My eyes are glazing over trying to find an entry in one of the .xml files so that I can mod the hitpoints of starbases. That is, unless they are hard-coded to use the value of one of the Large Hulls. Enlighten me please, if you can :) p.s. Kudos to the wonderful forum community around here!
Thanks Loupdinour, I'll give that a try
I've gone nuts searching for this and I know I've seen it at least a few times here in the forums :NOTSURE: I'm trying to find the code to append to a tech that would make it unstealable and/or untradeable. I'm pretty sure it's just a tag added in the TechTree.xml (for Dark Avatar) Thanks.
I think I find my problem. One of the mods had an older version of the file "GC2Types.xml" (this apears to be the file that handles all ship components); the following code was missing: [code="xml"] Mining Module Allows this ship to mine asteroid fields. You only need ONE per ship. 50 20 MiningModule<
Look again, it's still the build times that are off. 1 week to build on one screen, 5 weeks to build on the manager screen. I believe he just put the "Buy" screen up to illustrate which improvement he's trying to build.
Hrm, I'm wondering if that'll help me with the problem I was just about to post. Dark Avatar 1.80g/Gold Edition I'm using multiple mods, and now space miners don't work. I can build the default miners, and the graphic showss the module there, but they can't actually mine. The 'proper' space mining module is also no longer available. I'm assuming that one of the mods somehow over-wrote the code for the miner module, but I'm having difficulty locating which file that i
I'm not a developer, but I'd like to keep this "bumped" as I think it's a great idea. p.s. Thanks Phoig, I was considering doing something similar myself.
[quote]Are there more cheat codes and where are they listed?[/quote] They're here [link="https://www.galciv.wikia.com/wiki/Cheats_and_keyboard_shortcuts"]in the Wiki[/link]
Edit: [quote] but I was NOT creating styles back then. [/quote] darn the disapearing edit button :/
Sorry no, but that would be nice, please post if you find it. About the only thing I can think of that might work is to use [link="https://forums.galciv2.com/103430"]Kryo's Hull Mod[/link]. I'm not sure if this mod is compatable with Twilight of the Arnor or the Metaverse. I've used it succesfully in Dark Avatar, but I was creating styles back then. (been a while since I played with this)
[quote]My best guess for how the order works now is that the game goes by some sort of GUID that's invisible to players.[/quote] That's my best guess. In games with hundreds of colonies, I've even been tempted to rename all my planets as 001, 002, 003... etc. lol
[quote]I dont know. I use the colony management screen, where you can sort your planets by a bunch of different ways. I find doing a lot of things from that screen to be very convenient.[/quote] I find the colony management screen to be very sluggish. Plus, it tends to re-sort itself every time I make an action. It's actually a great screen early on when I only have a handful of planets, but as the number of planets goes up the sluggishness and auto re-sorting of the lists make it su
What is your treasury at? Once your treasury hits 10,000 BCs, you trade income is reduced (by half I believe) When it hits 20,000 BCs, all of your income goes down significantly, somewhere between 20-50% depending on various factors. As for morale, look at the population of each planet. If you have even one planet above 20 billion people, that can bring your overall morale down quite a bit. Generally speaking, a population of 20 billion is about the most a planet
Does anyone know what criteria the game uses to sort planets, ships, etc.? E.g. : 1) While using the 'x' key on the main map to select the next planet 2) On the planetary window, when using the 'Next' or 'Previous' buttons to select the next/previous colony 3) Using the 'tab' key to select the next ship with moves available Further, is it possible (for end users/modders) to change the sort criteria? Thanks.
I see there's a minor new point release to Dark Avatar, I was curious what the changes were from 1.80g.100 (posted this question in another thread, but it got buried quickly)
Way to go LogicSequence!!! :CONGRAT: :CONGRAT:
In what way does 1.80g.103 differ from 1.80g.100 (Dark Avatar) ? Is it just a minor tweak to allow it to be added to Impulse? This thread is the first I've heard of x.103
[quote]Be sure to zip up the game save and give us some instructions about what the bug is and the necessary steps to recreate it. Email it all to [email protected],~C[/quote] Didn't see this reply... I emailed a report with saved game, debug.err, and instructions on two separate occasions earlier this year, first to [email protected] (waited a little over a month, didn't get a response), then in early May CariElf suggested in IRC that I send it to support@stardock
Another for team C... [img]http://home.comcast.net/~lukefencejumper/MVLgame1.JPG[/img]
[quote]1 year 50,400 JustinSane5 character timestamp 6/17/2008 4:38:52 PM.I am glad with the result, but very glad to be done with that game. That was a serious grind for a 1 year game. The only other game I recall being that much work was a gig/abundant all suicidal.[/quote] Impressive! I'll hold off posting my ZYW game for a while ;p But seriously, that had to have been a lot of hard work.
Silverbeacher, that helps my understanding a great deal. Thank you very much.
How do early submission points work? spent a lot of time searching the many MVL pages, haven't been able to find anything. Based on the chart shown in the [link="https://forums.galciv2.com/314007"]Season Three Draft[/link] I'm guessing that the first four people to submit their games to the MVL thread get +1 point? As an extension, how is this handled, say if player A submits their game to the MV faster than player B, but player B is quicker to add his/her post to the MVL Round thread