space599

space599

Joined Member # 3406159
8 Posts 34 Replies 10,220 Reputation

I think I have solved the problem. It turned out I could mod some but not all civs. But when I deleted the raceconfig file of the race I wanted to mod from Documents/My_Games/GC2Twilight, it all worked fine.

11 Replies 45,692 Views

I was afraid someone was going to say that. I have Planetimprovement.xml, TechTree.xml and RaceConfig.xml all in the same place. Planetimporvement and Techtree work just fine but RaceConfig doesn't. Very strange. Further, I am experiencing the same weirdness as with Techtree.xml before. If I uncheck "Use mods" in the game, and remoce Raceconfig from the main game directory, the game works as if nothing happened. It's as if there was some "shado

11 Replies 45,692 Views

Not sure if everyone can see my above reply (some problems posting), so I'll post it again: It appears that the problem has been resolved, somehow. I've downloaded a mod to see how it worked there, and I've noticed that Techtree.xml was read-only. So I've also checked read-only on my own Techtree.xml. I can't remember if it worked right of the bat, but when I unchecked it again and restarted the game, the game all of a sudden began rea

11 Replies 45,692 Views

It appears that the problem has been resolved, somehow. I've downloaded a mod to see how it worked there, and I've noticed that Techtree.xml was read-only. So I've also checked read-only on my own Techtree.xml. I can't remember if it worked right of the bat, but when I unchecked it again and restarted the game, the game all of a sudden began reading the file from my Mods folder! After that I've made changes again, without making the file read-only and it worked

11 Replies 45,692 Views

Thank you, that worked. However, there is another problem. The above procedure apparently does not work with Techtree.xml. I copied Techtree.xml over from Twilight/Data/English to Twilight/Mods/Default/Data, but the game still reads the Techtree.xml contained in Data/English. I can tell because I've modded the file contained in Mods folder a bit. What's more, if I move Techtree.xml from Data/English to desktop, the game continues to read the original f

11 Replies 45,692 Views

I'm using TotA 2.03. I made a mods folder in my main Twilight directory and made a sub-folder called "Default". I've copied "ModDescription.xml" from the original mod example provided in the game inside Galciv2/Mods/Example. I launched the game (TotA) and chose "use mods" and selected this new directory I've created (Twilight/Mods/Default). I exited the game to let it create all the new folders inside Default. Then I've copied "Planetimprovements.xml"

11 Replies 45,692 Views

Sounds great! I have four minor requests: 1) Allow us to embargo minor civs 2) Allow us to trade with minor civs for resource starbases (so you don't have to go to war with them, which they can't possibly win, over some resource starbase) 3) It may be just my specifications, but one of the Terran ship models (I think it's the model called "Corvette") only has two exhaust trails behind when it should have three (in battle view). Simply engage

169 Replies 395,209 Views

[quote quoting="post"]Furthermore, since you start with them @ the beginning of the game, there is no way to see the information they contain unless you look at the XMLs or have something like Galactopedia! Why were they included, and what is the point???? [/quote] You can read the detailed descriptions by selecting the tech and clicking 'details' at the bottom left. I think they were added for flavor, and to set up the 'mood' for future techs they unlock.

18 Replies 9,297 Views

[quote quoting="post"] 1- On Apocalypse level, I defeated the Dread Lords on Normal difficulty by conquering all their planets. When I conquered the last planet, all their ships and bases disappeared and then nothing happened. I continued for a few turns but nothing. The game just continued as if nothing happened. I was not declared victorious and no cut scene, nothing. I then conquered the none-team civ (I think Korx) and nothing happened either. The mission description says defeat the

4 Replies 6,513 Views

I also suffer from next weapon syndrome, and I'm generally afraid to declare war. I follow a principle of playing every game to the very end, and so the end is usually not pleasant - somebody (most often not me) will reach technology victory or ascend (if I play with ascension victory on; i usually do). The game is still enjoyable though.

28 Replies 21,424 Views

Kool. Reminds me of background story from a different game, Star Control 2. In that game, a race called the Shofixti used some sort of device to trigger a nova on their homestar that destroyed a signifaicant portion of the enemy fleet, as well as the Shofixti homeworld. I guess you could replicate that in GalCiv 2 by blowing up your homestar when there is no way out and you are surrounded by enemy ships. Talk about going out with style. Anyways, thanks for the

73 Replies 233,639 Views

Interesting research, I too am dissapointed by the weakness of the minors so I'm probably going to beef them up the way you did, but I don't want them to be quite as powerful as major races.

52 Replies 120,233 Views

Same here, destroying Dread Lords, Drengin, and the Yor does not result in a victory. It's worth noting however, that 100% victory appears from the very beginning of the mission, so it's most likely a setup issue. This happens when playing within the TotA chapter, with TotA rules. Oh well, I guess I'll just have to play the campaign again from the Dread Lords chapter.

8 Replies 8,228 Views

My favorite is the Omega Research Center. I've also come to value the Spin Control Center (it's a super project though). I received a PreCursor Ranger, and parking it on a planet with SCC increased my military might tremendously.

16 Replies 16,391 Views

Thanks. I used a different program, XVI32. I admit that I likely won't be using it too often. [e digicons]:grin:[/e]

7 Replies 19,200 Views

Drache84, if you have the Twilight manual, the planetary improvements including super projects, galactic achievements, trade goods, and unique improvements are described there, beginning on page 70. One building I almost always build is the recruiting center-it gives you 25% population bonus as well as a 10% economic bonus. Once the population growth tops, I replace it with an economy building, counter-espionage center, or something else. If you're a beginner like me, than

17 Replies 9,857 Views

[QUOTE]Having the default image for an avatar when no avatar is selected is one thing. Having the default image for an avatar uploaded as an avatar is another thing entirely.[/QUOTE] I almost fell off the chair when I read this.[e digicons]x_x[/e] EDIT: lol, how do you make these quote blocks that everyone is using? EDIT2: Ah, I finally figured it out, I was using HTML and javascript code blocks before. But how do you make person's name appear in the quote title

59 Replies 203,109 Views

The Good-Neutral-Evil choices on planets, Are they planet wide or Empire Wide? (Killing Squid's for Morale, Trading with Pirates for XX% increase in starships etc Most choices are planetary, but some are empire-wide. Killing squids for morale is planetary as is trading with pirates for starship bonus. Soldiering bonuses and interest rates, for example, are empire-wide.

11 Replies 13,408 Views

Thanks for the responses so far. The primary reason I want to edit the saves is curiosity-I just want to see what they look like. Also, I wanted to see if I can change a couple of things which are not changeable using the cheat mode, such as special planetary tiles, names of unhabitable planets, etc.

7 Replies 19,200 Views

With the DA weapon tree there are now enough techs; thanks for the mod Sole Soul. I was mostly concerned with how fast each technology is researched. Braddock8's solution is adequate enough.

5 Replies 28,232 Views