The Rusty Gamer

The Rusty Gamer

Joined Member # 664570
10 Posts 102 Replies 650 Reputation

As regards to planet colonization, I have an idea which, unfortunately, probably wouldn't, or couldn't be implemented until GalCiv III. Each race would have attributes for each type of planet - terran, barren etc. Though research, you could increase your race's attributes - for instance, +3 to barren and so on. The planets themselves would have a type (terran, barren, toxic etc) and a basic class number which could be anything from (say) -30 to +10. The way a race sees a planet,

2 Replies 7,315 Views

[u]Slow Start 2.0 for Galactic Civilizations 2 - Twilight of the Arnor[/u] Click on the above external link to download. This Mod was written because I've always felt there has been a bit of a problem with too much too soon in this game. Range - Range has always been too powerful at the start and throughtout the game to the point where it doesn't really mean much at all. Colonzie a planet or two and you can just about reach the whole universe. Life support modules on s

7 Replies 33,631 Views

I've recently bought both Space Rangers 1 & 2 from stardock. After browsing the net, I see that an add-on for SR2 is due out shortly. Any details on this please like when and how much? the rumour is it will cost $19.95 which was the full price for the original game so that would be a little annoying.

5 Replies 7,313 Views

I'm trying to d/l Sapce Rangers + Space Rangers 2 now. I'm having problems with slow d/l speed. It jumps up and down but averages around 30-40KB which is about one tenth of my cable speed. This has always been the case when updating any Stardock games I have - such as Gal Civ 2.

3 Replies 7,744 Views

NO NO. I said on the Planet LIST which you can pull up on the left. In particular, when you look at unowned planets, it gives the class but not whether it is a type you can yet colonise. So you can get list cluttered with planets that look promising when you're looking for one to colonise, but only as you inspect them individually by clicking the planet on the list which then jumps you to the location on the map, that you can see on the map that you do not yet have the corect technology for it.

93 Replies 65,072 Views

On the planet list, there should be an icon to indicate whether a planet is currently habitable or not based on current technology. At the moment, you have to click on the planet to move to it on the map and only then do you see the giveaway red warning icon. Initial range needs to be scaled down. We get too much too soon. On small galaxies you can already reach most of it at the beginning.

93 Replies 65,072 Views

About the tech anomaly thing: What about the anomaly bringing whatever is being researched up to [i]x[/i]% of the full research of the current item. This could actually backfire too. If you have already researched more than [i]x[/i]% it would bring it back to that level (research has been lost due to some disaster or other). [i]x[/i]% could be a random number from 0 to 100 but the randomness could be biased up or down depending on the difficulty level or it could be fixed at approximate

93 Replies 65,072 Views

When you set a colony ship to auto explore, it should prioritise looking for planets for potential colonisation. If it finds one, we should get a report back on it.

382 Replies 105,286 Views

Have buildings unique only to certain planet types. For instance, Undersea Labs for Acquatic Worlds or Toxic Recycling Factory for Toxic worlds.

382 Replies 105,286 Views

Maybe it's not a bug then? The potential is for each race to have their own timing for these things since they have individual tech trees. Though I;m preety sure when I looked at the XML, there wasn't a prereq. But it doesn't appear in their starting techs list.

40 Replies 71,115 Views

Please allow the option to have NO STARTING SHIPS at the beginning of a game. Also, currently range is extended automatically when you colonise a new planet, depending on the location of the new planet of course. Could we have it that the range is only extended on a newly conlonised planet AFTER we build a star port on it please?

382 Replies 105,286 Views

Are the Kyrn not supposed to have Stellar Cartography? I see it's in their XML tech tree but they don't get it when I play them and I can't see it on the tech tree in the game anywhere.

40 Replies 71,115 Views

A mutation virus infects the whole galaxy turning every race into another race (with its inherent advantages and limitations. So you may be playing one race and suddenly you become another race. Or a matter-antimatter attack which, again, affects the entire universe. Every race that was evil is suddenly good and every race that was good is suddenly evil.Maybe every race you were at war with you are suddenly in alliance with and every race you were in alliance with you are sudde

228 Replies 164,164 Views

Best way is to create a mod with the tech tree changed. You should easily be able to do a global editor change of the tech costs with one find/replace command to add a "0" (multiplying the cost by 10). If that is TOO slow, then you can set the game to the faster tech rates.

3 Replies 3,328 Views

The previous post on spying gives me an idea. We should have to manually "hunt" for any spies ourselves. A bit like a detective game, when we look at our planets there may be clues that a spy is in operation - if, for instance, that planet is not functioning at full capacity. If we use spies for counter-esponiage, we might get tips from them like "I think you should check out planet X - something isn't right" and so on. The more spies for counteresponiage on a specific planet, the more clues we

437 Replies 241,055 Views

When creating a mod, I want to be able to define negative effects in buildings (these are currently ignored when you try to define them). For instance, I want to include a negative effect in factories with "pollution", by causing a decrease in population growth rate on that planet for every one built. Defining negative attributes in the race configuration file would be good too. I would like to see these changes in both DA and DL.

437 Replies 241,055 Views
Reply to A Modding Guide in Modding

Is there any way, for the tech tree colors, to add new ones or change existing ones?

85 Replies 242,565 Views
Reply to GalCiv II IDE in Modding

Click on Tools at the top of the first post and then you can edit the first post. I think you also need to hit "Advanced Mode" or "ADvanced Edit" to be able to actually edit the title. And if you click on the options tab, you can make your thread appear in the thread list on the home page.

26 Replies 19,324 Views