Gleh! Doublepost, sorry.
AngleWyrm
Message box reads: Microsoft Visual C++ Runtime Library Runtime Error! Program: E:\Games\GalCiv2\GC2TwilightOfTheArnor.exe This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information. What I was doing at the time: Clicked the galactic overview triagle to bring up the global map, and then hit the mouse scroll-wheel debug.err follows: Debug Message:
Message box reads: Microsoft Visual C++ Runtime Library Runtime Error! Program: E:\Games\GalCiv2\GC2TwilightOfTheArnor.exe This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information. What I was doing at the time: Clicked the galactic overview triagle to bring up the global map, and then hit the mouse scroll-wheel debug.err follows: Debug Message:
With many computer opponants this collision happens. If the flags are pre-assigned to each computer race, then here's one possibility: Another could be the addition of some sort of "Don't offer used flags to player" check box in the options tabs.
Erm, nevermind -- there's a checkbox in the Options for exactly this sitchimikayshun.
I really like this feature, where I can save a build queue for various purposes -- such as "PQ6~8 Research Labs", or "PQ10~12 Shipyard". I'de like to see all the tiles/bonuses so I can choose here. Instead of cancel the box, examine tiles, go to planet, goto details, goto governor and then select one.
This post, https://forums.galciv2.com/355497 and this Importing ship models b and with Stardock's included example ship .X file was enough to figure it out; thanks! There's a few settings in the Panda Exporter that need a tweaking: 1st tab (3DS max objec
I just committed genocide against an entire space-faring race. Then I slaughtered billions of people on every world I set foot on. I live for the moment I can join in combat and kill them, the more uneven the odds the better. What's all this about stealing stuff? For Cheese, I like to build a cargo hull with the very first weapon I can get my hands on, and go shoot down innocent civilians, with all their starry-eyed big dreams of a grand future on a new world. It's especially n
"known bug" is a code phrase for voting that it shouldn't be fixed. And it won't be. So we muck about with work-arounds instead. You're right about the pathing; the ship goes from left to right, sector by sector, row by row. Then it travels all the way across the map to start the next row. An efficient path would be a spiral, starting from where you are, and skipping a sector if there's already a sooner scout arrival slated for that sector. But that requires, you know, math n s
AGoetz said friendly fire is a problem during real-time combat. Seems like the perfect place for the RTS crowd.
I notice the date on GC2Types.xml is July 27th. That's two weeks, as in v1.3b1
@Numbfreeze, You have played a lot of games, and are quite good at it. Have you noticed a change in the way you can design your starting colony ships?
I wonder if the Subspace Anihilator is working as intended...
To keep 25 billion or more people happy, you need any one of the following: Four Entertainment networks (+25 morale each) Three Multimedia Centers (+30 each) Two of anything higher. Racial bonuses and empire-wide bonuses will reduce the morale bonus needed down from 80%. Here's a chart of the morale bonus needed for all population levels (There's a cap at 80%):
"Subspace Anihilator: New powerful beam weapon" "The Subspace Annihilator is the Subspace Blaster but with a newly engineered crystal that can inflict massive beam weapon damage." Researching the technology does not produce the stated 'Subspace Anihilator'; it doesn't give any weapon at all.
GC2Types.xml, dated Thursday July 27th, 2006
Modding the game into a new and fresh vision requires extensive revision of the rules. The capped values found throughout the game are appropriate to GalCiv2, but cause a corridor effect on the space of possible mods. Suggestion: Caps.xml 100 80 ...
The planetary environment aspect could make races neutral or hostile to each other, based on competetive or complimentary needs. Until research changes all that...Nice.
(v1.3beta1) The negative morale penalty for population ranges from -1% at 1Billion up to -80% at 25Billion, where it is capped. I got these figures by taking people off a population-27 planet, 1k at a time, with ten 3k pop transports. Billions Percent 1 1 2 2 3 4 4 6 5 9 6 11 7 14 8 17 9 20 10 23 11<td
Just discovered that as soon as I research Impulse engines, I have a choice for what goes into a colonizer. I can either build a Speed-6 colonizer (like I used to do) with a short range, or I can build a Speed-5 colonizer with two basic life support modules. Don't know exactly when you put that in there, because I was so used to just using my upgrade to speed-6. Great to be able to build more than one kind of ship.
I'll give a vote for this too; anything that let's you know before launching a constructor, what modules can be built at each starbase.
In your mods folder ["MyMod"] there is a file called ModDescription.xml. It is this file that triggers the use-mods directory tool to list MyMod as an option. And it goes like this: My New Mod (BTW, the example mod does not have a closing tag) What is the significance of the 'GenericM
This list of what ships can be built, and what techs are needed is very useful. Here is a suggestion to make it even more so. The reason When examining the list, it becomes quite long, and picking out which new ships are now available with this technology involves a long study of a scrolling list. Suggestion Would it be possible to have the list highlight New Ship Designs that become available w
Here's a guess: In Data\English\GC2Ships.xml, change the ships with name="ColonyShip" and name="SurveyShip". In Data\ShipCfg store the ship layout for those two vessels for the hull style. Might be easiest to first create a new ship class, then save and do some copy/pasting for the entries in GC2Ships.xml. And save the ship config as S0_ColonyShip.shipcfg. I think the leading S0 is a Style indicator, and chooses between the same styles you would pick for your ship style in the