Is it just me, or do the AI's consider planets worthless? They seem to be worth so little to the AI's in trades. I'd have thought these were the most important things in the game.
Lord_Proteus
Ah I see. Oh, and here is a snippy of some of the races i am working on right now. Added Star Trek and Mass Effect races so far, need to get around to Star Wars and others. It all mostly depends on if I can find a decent image to represent them... [IMG]http://i138.photobucket.com/albums/q248/Evil_Lord_Proteus/Races_zps0919060c.png[/IMG]
Hmm, i think I understand, but maybe not, because I find this weird change completely irrational. Why did he split them up? Anyway, below are some of the Tech's I added for my faction, and I intend on adding versions for the other races. Basically I've added the following research branches, each race having their own versions. For example, in the "Equipment" tree, the Drengin will have the "Psychic Agony Matrix" which is built into their helmets and sends any pa
Personally I would love for the custom race designer, game editors(tech tree editor, etc...) and diplomacy to get huge improvements. I like the United Planets as well, and would love for that to have more options, like being able to commission meetings, votes for ceasefires, etc...
In-game there is already an Advanced Colonization Tech, The first tier of Extreme Planet Colonization tech's are attached to this Advanced Colonization Tech in-game, yet the Advanced versions are by themselves, yet are listed in the Tech Tree editor as having the first tier of Colonization Tech's as their prerequisites, i cant think of a logical reason for them to be separate, if the editor says they should go after their prerequisites, why dont they?
I already did, and somehow an edited Tech Tree is now working with the Weapons Fix mod. However, the thing with the two ranks of Advanced Extreme Planet colonization have divided again, despite this not happening when I used the Weapon Fix mod before.(it was Tech Tree Fix that originally did this.) I will continue to try to take it further to see anything happens again, though I'd still like to know how to merge the two Extreme Planet Colonization Tech's again.
After trying multiple mods, I decided to switch back to the merged mod(which was previously working perfectly even with my custom Tech's) but to my surprise I now find the Tech Tree is filled with bizzare entries that should not be there. I feel my switching between mods may be somehow causing havoc to the tech tree's, so im considering reinstalling the game for a blank slate before trying again to see if that lets me use my custom Tech's without errors. Whe
It already runs normally, it's only when I use an edited TechTree that it crashes. No disrespect, you're trying to help and all, but where you guys reading what I wrote earlier? My custom race, and the custom races I have the AI use, run fine even with the mod active, it's when I apply an edited TechTree to anything that causes it to crash. I even took an existing TechTree and simply renamed it, and it still crashed the game when I tri
Debug Message: Version v2.04 Twilight of the Arnor last updated on: Tue Nov 1 11:59:59 2011 Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.********* System Info Time: 1/7/2013, 11:35:19 DirectX Version: DirectX 11 Machine Name: CHARLTON Operating System: Windows 7 Ultimate 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.120830-0333) Languages: English (Regional Setting: English) Sys
Where do I find said Debug.err file?
I cant find a save game folder, but I do see the custom race xml files in the MyDocuments/MyGames directory. Do you mean I have to, like, delete them or something? Because that would suck. EDIT: I tried deleting the custom faction and making a fresh version, and applying a new custom tech tree to it, and the game crashed again. The only change I made to the Tech Tree was that I added a new Tech with the GalacticWarfare tech as it's prerequisite.
Hmm, I just tried the Tech Tree fix mod by itself and it wont let me use custom tech tree's, not even with custom races, i just get a crash when a new game tries to start. Drat. I thought it might have been because the mod uses a new set of modified TechTree files in the mods own directory, but I tried making a new Tech Tree, that was actually just a copy of a pre-existing factions Tech Tree just renamed, and it still crashed. Anyone got any i
Thanks for the info in regards to the editor, i will get right on that. So far I've added Troop Training and Equipment research branches and an Advanced Tools Branch for production. Though they are themed after my custom civ, i will probably add such branches to the other races at some point. Any tips on how I might reunite the extreme planet colonization tech's? below is a screenshot of the entry in the tech tree, see anything unusual there? http://i138.photobucket.co
Hey again, thanks for the friendly welcome. I just got a hold of Kohryu's Merged Mod from the Steam Forums, which is apparently a merger of the Tech and Space Weapon fixes. As for the editor, I just got into the Tech Tree editor again and it does indeed seem rather straightforward despite it's lack of instructions, but I have found some strange things occurring. I added my Combat Training Tech's - Basic, Advanced, Elite and Master Training, but it wo
Greetings folks, before I start I'd like to apologize for the wall of text, but bare with me as if things go well I plan on becoming a very active member of the GC community. So, I recently purchased Galactic Civilization II Ultimate Edition on the Steam Winter sale and I must say i love it, particularly the extensive Diplomacy/Faction interaction and customization, which I consider the best in any x4 i have played thus far. I have played 3 games so far, all with my own custom civ