Yes, and that's the best way to write. For reading, this is the result of the above style sheet:
AngleWyrm
This appears to be a button. It looks like it could be attached to a More Details pop-up for the technology currently selected, which is what I thought it would do when I clicked on it. It appears to be "greyed out", suggesting that there is a button there, but something has to be done in order to make it active. I've tried lots of things, and now believe that it is unfinished work -- a rather unhappy ending to clicking on
Ever double-click on your TechTree.xml, only to get a rather difficult to read display in Internet Explorer? Here's a handy way to make it more legible: Open TechTree.xml, and insert this as the second line: (Remove space between " ") Then save this TechTree.css file to the same folder that TechTree.xml is in. (d
#12 said I don't have any suffixes since I always upgrade all ships of a class at the same time, so there is only only ever 1 kind of Falcon. I tried this in a recent game (v1.2), and it didn't work out. When I began a new game, the class was no longer available, because the shipconfig file was at the last version.
Hull mod ideas: Sensor Buoy - Sensors:3, Size:10, Logistics:1, TechRequirement:Sensors Orbital Defense Satellite - Size:16, Cost:10, Movement:0, Sensors:0, HP:4, TechRequirement:Space Weapons Interceptor - Size:16, Move:3, Range:0, Logistics:3, TechRequirement:Impulse Drives Warp Corvette - Move:2, Size:30, TechRequirement:Warp Drive Combat Hull - Size:35, HP:25, Cost:75, Logistics:5, TechRequirement:Superior Hulls
Peanut butter and chocolate! Oh, they do that already? Well...Is it good? I gotta get me some of that.
v1.20.035 PlanetImprovements.xml (Tuesday, June 13, 2006, 2:31:40 PM) Building Production Cost+Maint Basic Factory 7 50+1 Factory 9 75+2 Enhanced Factory 11 100+3 Manufacturing Center 12 200+3
If I have a ship that I want to sell, or a ship of theirs that I want to purchase, then I rename them on the main map, before going into the trade. It is then easy to locate a ship called "gift".
Sorry, must have been something I ate. A change log is a valuable thing, but it would be even more so if it were written to include the changes being made over the next couple days. Wouldn't you rather see an official change log that shows all the changes that actually made it into v1.3?
Yeppers, it's a survey ship, designed primarily for those salvage jobs that rake in the cash. And here's an early model planetary invasion ship, filled with a whole bunch of needy (and heavily armed) guys who just wanna be friends... Hi! I'm your new pal! Lemme show you how to do that. Oh, no you shouldn't be doing that. No, I'm only helping you out, 'cause you got it wrong. Honest. These plasma rifles? Oh, they're j
A weapon has: Damage Size SizeMod Cost (in billions of credits) Research Cost (tech requirement) Weapon class (Gun, Missile, or Beam) If you provide five of the six values, the last one can be calculated. Otherwise, there is a range of possible solutions that gets much greater for each unknown value.
So here's your choice: Have the devs spend some of the next couple days working on keeping the fans informed, or have the devs spend the next couple days working on fine-tuning the game.
i think it would involve copying a huge hull (the data for it) and then modding it for your own uses... after that you add a technology you reasearch to use it... but where would you find the files? By example, open [gameInstallFolder]\Data\English\GC2Types.xml, and insert Sensor Drone<
It also helps to research up (or purchase as a custom race pick) Ion Drives, and then design a speed-4 colonizer. If you're playing with fastest tech advancement, on larger maps you'll have the time to research Impulse Drives as well, which give an empire-wide +1 speed bonus on top of the faster engines.
I did a study of how many turns it will take to get each weapon (Research Cost), and how much damage they put out. Weapons Research Costs
BSG:BRL FAQ Last post on release date said they were shooting for a multiplayer/game play test demo for mid-July.
GC2: Dark Avatar Space Empires V BSG: Beyond the Red Line
Draginol posted the v1.2 change log to the Journals section of this website, when it was released. Chances are good that will be the case when they complete the v1.3 project.
Mascrinthus: Thanks Magnumaniac: Those are amazing characters you got there!
I've won Crippling and Masochistic . Haven't tried suicidal yet.
The Tech_Requirement tag (for the hulls that have one) is in GC2Types.xml. Just delete the line to mod out the requirement. Here's an example hull: Tiny Tiny hulls have very little space but are cheap and only use 2 logistic points. This means you can build bigger fleets of them. 35 2 16 < HP
Been using TextPad for a while; I like the search/replace features.
'Photonic' torpedos and 'Photon' torpedos -- it's just you But the tech tree does have some flubs in it that could use attention (Subspace Blaster weaker than predecessers, Subspace Anihilator missing but still have to research it, Railgun MkV and Mk VI both have same tech requirement, extra gun techs make guns so expensive that beam-22 Doom Rays take the same number of turns to research as