Has anyone found out how to customize tech tree colors and/or add new ones? I know the defined colors appear to do with the ID label and/or the category but I have yet to find where these colors are set or if they can be changed. Does someone have an answer for this?
The Rusty Gamer
I'm trying to create a mod which changes one or more abilities at the beginning of the game. I tried to do this by giving a free automatic tech with the abilities set inside it by making the cost as 0. This certainly does give the tech but doesn't alter any abilities. This bug is in both Dread Lords and Dark Avatar You can make it work by going into race configs and giving each race the tech specifically but this is a pain, and I shouldn't have to do it. And the rwce c
1.61 Removed one troop module from troop ship designs as they didn't all fit after resizing. Changed some screen titles etc to make it clear you are in a mod.
Wow! I've now successfully nobbled the range in the early stages of the game in a way that is enjoyable to play. Check out the links in the previous post.
1.6 Ok, I'm really happy with what I've just done here. I've finally got the range to work the way I want to. Removed the -3 for logistics from 1.4 version of mod. It is now the standard starting value. Set initial range to -100 instead of -250 Reset the increased ranges in the tech tree to better suit this purpose (took most them out). It's not a pain to research range now. The difference is instantly noticeable for scouts (see later). Increas
That's logistics you're talking about I think. Yeah, I put a -3. It might be too much, perhaps just a -2 or -1.
You have to remove race configuration files from \My Documents\My Games\GalCiv2 and \My Documents\My Games\GC2DarkAvatar directories.
A good idea. I had kinda thought of something like this but the idea is to take it to the next level, the chance to add random elements such as variations on the cost and abilities and 50/50 chance of having one prereq or another. So each time the XML is generated, it could be different!
Some good ideas there. a) make a huge maintenance cost per colony; something that would really make you think twice about : "Do i want a 4th colony or i should wait until the ones i have start producing some income ?" This can be done, since there is a different building for the initial colony and the colonies that come afterwards b) colony modules should't cary more than 50 (not 500) colonists. this should force you into transporting population into more tha
1.5 Removed the Range branch of the tech tree I'd created and scattered range increases around the rest of the tree. I am thinking of revamping this whole mod with a different approach. It may only be for DA though, and not DL.
LEt us know if you make any more changes. I'll be interested. My own beef with the game is "too much, too soon" which is why I've been working on a Slow Start Mod. I'm keen to create a mod which is an amalgamation of both of ours if that's all right with you.
Ok, having played this for a while, these are some thoughts. The threshold before increased range begins to have an effect depends on the size of the universe. On Gigantic, there is an immediate effect whereas, on Small (or it might have been Medium) it doesn't start having an effect until range gets to about -80. Remember, the range begins at -250 so this is an increase of 170 in range before things start to happen. While I don't think this is a bad thing for smaller universes, because
Here's an easy way to curtail starting range and avoid early colony rush. After some experimentation with figures yesterday, I found the easiest way was to set Range Ability to -250 (beyond -270 appears to make no difference). Then you can smatter range increases (or decreases!) throughout the tech tree however you want. For my Slow Start mod, I set the -250 under the Hyperdrive tech, because everyone gets that at the beginning. Then I set up 30 Range techs (Range I - Range XXX
Um...actually, I just glaced at another post somewhere which implies I could be wrong, it may be hardcoded! But I'm pretty sure I saw custom points set there.
Another thing you can do is set research ability really low (say -100) in Hyperdrive tech (which everyone gets). I haven't tested this idea yet but it should work.
I like the idea behind your tech tree, as I've said in another thread of yours, and in fact learnt from looking at it things I could do that I didn't know about. An idea you might like to consider for your tech tree is to stagger the range. To slow down colony rush, apart from increasing the costs of colony ships, is to curtail range initially. After some experimentation with figures yesterday, I found the easiest way was to set Range Ability to -250 (beyond -270 appears to mak
Yes. It's set in the race configuration xml.
1.4 Decreased logistics by 3 and drastically decreased ship range by 250 at the beginning of the game! Restored the life support tech tree to be as per the standard game (though not the changes to life support modules) and added a new tech branch for ship range. There are 30 of them called Range I - Range XXX. Each one adds another 10 to your basic range and the prerequisite for Range I is Xeno Engineering. This has been done to have near minimum range at the be
Thx. I've just done 1.4 and am about to put it up.
Hey, I was wrong! They are all relative. I got confusued with the setting in race configurations which are absolutes!
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Also, why do you say to take back ups of a couple of files (for stars and races)? Does your program overwrite original files at all?
Is there a list of changes somewhere?
1.3 Range ability of life support modules on ships now begin slowly and increase exponentially. Standard Game: 6, 8, 10, 12, 14 Slow Start Mod: 1, 3, 6, 10, 15 Ship range now begins with a decrease of 50%! I am planning to tweak the tech tree with range settings next.
You can edit all the tech costs and double/triple them - whatever.