Restricting or removing features of Dark Avatar
from
GalCiv2 Forums
Hello.
I read the tour to Dark Avatar in the news-section and found a few issues which keep me from ordering it. Since I'm not unfamiliar with modding I'm willing to put in some work to manually remove some shortcomings of DA. I already researched a few things but I still have some questions on which I can't find clear answers:
- Is it possible to undo the changes of DA regarding espionage?
- How accessable is the mining system to modding?
Especially regarding this resource-teleportation-mechanism and defection. I'd like to trade this productivity-gain for a planet-unrelated gain in income and remove the possibility to defect.
Can a mining starbase operate basically like a starbase of other types? Can I grant a mining starbase new or already known features by installing modules of any predetermined type?
- What can I do about the new treaties? Due to the weight put on them regarding the price-tag I sense that they are similarly disruptive to the gameplay as super-abilities and super-events and I will very propably desire to tune them down a lot both in terms of price and gain as in terms of influence on the AI's decision making.
Also I'd like to ask another question:
Does the Ai still use the basically same structure to decide what to research and how to equip it's ships or has this section recieved a complete rewrite?
Thanks for taking your time.
[Edit] I just found something curious. Is it possible that we can't modify the "Buy now"-feature at all? I can't seem to find any reference to it in any file in GalCiv2, except for the screen-files. Did I turn blind?
Vain
I read the tour to Dark Avatar in the news-section and found a few issues which keep me from ordering it. Since I'm not unfamiliar with modding I'm willing to put in some work to manually remove some shortcomings of DA. I already researched a few things but I still have some questions on which I can't find clear answers:
- Is it possible to undo the changes of DA regarding espionage?
- How accessable is the mining system to modding?
Especially regarding this resource-teleportation-mechanism and defection. I'd like to trade this productivity-gain for a planet-unrelated gain in income and remove the possibility to defect.
Can a mining starbase operate basically like a starbase of other types? Can I grant a mining starbase new or already known features by installing modules of any predetermined type?
- What can I do about the new treaties? Due to the weight put on them regarding the price-tag I sense that they are similarly disruptive to the gameplay as super-abilities and super-events and I will very propably desire to tune them down a lot both in terms of price and gain as in terms of influence on the AI's decision making.
Also I'd like to ask another question:
Does the Ai still use the basically same structure to decide what to research and how to equip it's ships or has this section recieved a complete rewrite?
Thanks for taking your time.

[Edit] I just found something curious. Is it possible that we can't modify the "Buy now"-feature at all? I can't seem to find any reference to it in any file in GalCiv2, except for the screen-files. Did I turn blind?
Vain