Holy Moly! This mod is great. Thanks MabusAltarn for all your work and everyone else. Great job! Thank you for addressing the custom race ability costs, they now work as I think you intended (150 points to spend). Just one thing to think about though, I can load old custom races and still play ( with like -15 to -25 ability points). This might be considered a cheat (although I play comps so I'm cheating myself) so you might want to think if yo
tjjohnson1771
Can we not use custom races in this mod? After I clear a custom race it says I have 15 points to spend on abilities, but they all cost normal prices (like 50 points plus). Is this as intended? Any clarification would be appreciated. Thanks.
I have been playing Gal Civ 2 for 6 years now and I have to say its one of the best games ever developed. What's even better is the dedication of the community and Stardock staff to such an old game. I wish to give my hearty thanks to all you have done and continue to do for this title. This update sounds awesome and I can't wait to try it. Again THANK YOU all! Also, can't wait for Gal Civ 3 to be finished and released. Cheers to all and Happy Holidays.
Thanks for your responses! Yeah the other bonuses for neutral are very good. I especially love those Neutrality Learning Centers. However, I guess the weapon and defensive techs were a misprint. Here is what it says in the manual: Citizens are more content and an approva
Hey everyone. Been playing Gal Civ 2 for a couple years now but just got the expansions for Christmas. Woot! Awesome! However, when you choose neutral as your alignment it says one of the benefits are unique weapons and defensive techs. What are they? I have seen the evil weapons techs (great) and the good defensive techs (good as well) but never anything with the neutral path. Am I missing something. Thanks for any help.