Vidszhite

Vidszhite

Joined Member # 3494671
0 Posts 9 Replies 1,375 Reputation

Nah, I got all of that. Thanks. I'm into programming, but I like knowing where to look. Your response is appreciated, especially since I couldn't make paragraphs. A lot of your reasons do make sense, but I still like the idea of having ultimate weapons. It's just a personal pref, and since it's your mod, you're within your right to make it however you like. Oh, one more thing: Arceans getting Recruiting Centers from War Rooms is great, since my custom race uses the Arcean tech tr

722 Replies 1,778,249 Views

I completely disagree with removing the Ultimate weapons on the basis that the Evil weapons weren't good enough. Last game I played, I had the damned Evil Missiles, the weakest one, and I owned face because no one else had anything close to that kind of power, despite the trade restrictions the UP put on me. I won the game, having the most powerful military in the galaxy by an order of magnitude. One of the big reasons I disagree with removing the ultimates is it screws anyone whose w

722 Replies 1,778,249 Views

Not a bug. Farm buildings require Xeno Farming. Technically your initial colony *has* basic farms, which is what allows you to grow your population to 8 billion in the first place. In general, you don't want to put Farms on Farm Bonus tiles unless there's at least one Approval tile there as well, because growing your population also drastically reduces your approval rating, and as you upgrade the farms, they will soon provide far more population than you can please, since the more people you

9 Replies 12,071 Views

Thalans have always been strong in my games as well. In the current game I'm playing, they're number 1, practically neck and neck with Krynn, but Krynn have far and away the most influence, owning half the votes in the UP all on their own. The Thalans don't like me very much, but they're on the opposite side of my Immense galaxy, so war with them is unlikely to do anything. Krynn and I share borders, some of our planets are right next to each other and we're fi

40 Replies 31,832 Views
Reply to homestar colors in Modding

Nah, it didn't work. I opened StarTypes.xml and added a new entry with the values I wanted, saved, then opened GalCiv and started a new game. Star was still yellow. I placed a copy of the file in the TA Data folder, then modified the vanilla StarTypes file the same way, and the result was still the same, yellow star. I made sure the star's name was exactly the same as the star in my custom system, which does work.

10 Replies 10,709 Views
Reply to homestar colors in Modding

[quote who="MarvinKosh" reply="4" id="2897884"]Check out StarTypes.xml - if you give a custom star the same internal name as the race's star, you can pretty much set it to any of the defined colours. You should find the default file in your Dark Avatar install folder. You'll see that Sol is already set up.[/quote] Aha! I knew that was there for a reason. Thank you. I'll try that out as soon as I get back to my Game computer.

10 Replies 10,709 Views
Reply to homestar colors in Modding

Thanks, that works, but now we still need to know how to change the homestar color. So far, I've had no luck figuring that out.

10 Replies 10,709 Views
Reply to homestar colors in Modding

Anybody know? I'd like to know as well. My custom race is supposed to have a Blue home star, and I'd like to know how to change it. While we're at it, anybody know how to name the other starting planets and not just base them on the name of the home planet?

10 Replies 10,709 Views