If you knew how to mod it all you would have to do is substitute Star Trek major races for GC2 major races as well as change thier ship styles and so forth. It would be alot of work, and I'm pretty sure someone is already working on the mod.
Onikazi
That's the whole point. If you are good you are too moral to take advantage of someone else. You lose opportunities to gain something because you did what was right. Later in the game it is supposed to make everyone like you more so you have a diplomatic edge.
I'm glad it's not just me. Maybe Darth Kryo will see this and fix it.
It's a great mod, I wish the devs would include it into 1.2 so the GC2Types file doesn't have to be changed everytime you update the game.
Anyone else getting an error when trying to download Darth Kryo's mod?
Someone should suggest printing a warning label on the front of the box so it can't be removed to Frogboy. It's too late for the stuff already out there but all the games that go out in the future should have one. If people start seeing the warning on new games maybe they'll think twice about buying used ones.
Marcathonas, if you go to the retail page you should be able to download the retail V1.1. V1.0x is no longer available.
You know some of these issues could have been avoided if Stardock would have put a warning label on the front of the box. Something like WARNING: FOR ANTI-PIRACY WE ONLY SUPPORT THE ORIGINAL PURCHASER WITH UPDATES. That should prevent people from buying used games or at least not asking to get updates because they have already been told they bought the game as is.
Lenius, the AI splits it's production as evenly as possible. What I'm saying is to focus mainly on one thing while still using a smaller portion of resources on other things. If you focus 100% of your resources on military production during the colonization phase you will build ships much faster than the AI. However by doing this you are not researching any technology or building any improvements on your planets. You will find that by going 100% military at the begining put you way behind techno
Why is everybody going on about the MOO2 AI? All he asked for was a mod, I'm guessing mainly for graphics like the other SciFi Mods. You know ship hulls, race pics and logos. Does anyone actually read what other people post instead of jumping to far fetched conclusions. He never said he wanted GalCiv to be MOO2 he was asking for some of the cosmetic appearance of MOO2.
Supreme Shogun, you simplified my point. I'm just trying trying to point people with those issues in the right direction. I know you've seen alot of those comments too. Moosetek13, you seem to understand what I'm saying as well. The details don't matter so much, I'm just trying to point out that the most successful gamers don't focus 100% of thier resources on what they need right now.
Yes splitting production means you get everything slower at first. However if you buy your first factories you can increase your rate of military and social production. Build starports as soon as possible on your first colonies and start pumping out colony ships. This will aid in the colony rush. The strong focus on technology from the very begining ensures you will not fall behind technologically. As you progress through technolgy it will increase all your abilities through instant bonuses and
On social structure building it is best to focus on factories, research centers, and markets. I personally do not build starbases of any kind. I am usually so aggressive during the colonization phase that I have no trouble being culturally dominant with only a single embassy per planet. I do not focus on building a military until I absolutly need one. I'm normally nuetral with a slight lean toward evil. I keep everything except my military rating high and try to keep close diplomatic ties to eve
From reading the post it's obvious that many people have issues with tech research. The most common issues are: 1. I am falling behind in technology. 2. The tech trees are too complicated. 3. How do I decide what to research next? 4. What is the best research path for whatever? From what I've read in forums and from my own personal experience most veteran 4x gamers do not pay much attention to tech trees. They adjust thier tax settings in a manner
Solourus, you are right this is not a TV show it is a STRATEGY game and if you had read my post you would have seen the word OPTIONAL for cloaking. There is alot more to strategy then building ships, a large economy to support your war effort, and invading planets. If you were ever in the military, which I was for almost 8 years, you would know one of the most important factors in any good strategy is a good defensible position. It doesn't matter how much you conquer if you can't hold on to it.
Cloaking doesn't have to take up huge amounts of space you just have be able to counter cloaking. Limitations couldn't hurt, but for every type of cloaking tech you would have to have a tech to counter it. Alot of other games of this type have cloaking. Cloaking is also extremely popular in SciFi. In Star Trek the Romulans and the Klingons have cloaking and the other races do not. Do they control the galaxy? No, because the other races have discovered ways to decect thier cloaks. That is one exa
chriskrusz, the real issue is convincing Frogboy that: 1. There are alot of people that would like to see cloaking in the game. 2. It could be set as an option so that people who do not want cloaking are not forced to deal with it. 3. That it could be implemented in a balanced manner. If you read my link above you will see I have already proposed this as an option and included sample cloak/anti-cloak tech trees. What is really needed is for people to bring my proposa
RedWarrior888, Cloaking is a camoflage. Anything that makes you blend in with your enviroment and helps hide you is a camoflage. The question is how would you hide in space? Paint your ship black? This would deny a visual, yes. But sensors on other ships would detect your hull, you would still emit EM, and your engines would still be noisy and leave some sort of exhaust. You really should read my link if you want cloaking and maybe together we can convince Frogboy to maybe make it an option for
No, cloaked planets would not work. But imagine if we could get orbital defenses in the game and you could cloak them too. Certain people are concerned about allowing it don't want cloaking because they want to see who is attacking them but with a proper Anti-Cloak tech tree you would just need to equip your ships to detect cloaking. Just like you use shields to counter lasers and point defense to counter missiles. Several other games in this genre have successfully implemented cloaking.
Frogboy has said no cloaking period. Even if he was to allow cloaking it would be too much work for 1.2 it would have to be included in the future expansion. I recently did a post for an optional Cloak/Anti-Cloak tech tree for the expansion. Here is the Link
Lord Jorge, I think Frogboy has a lot of shrines dedicated to him. I think the real issue is when you start praying to him or making sacrifices. By the way does anyone know if he prefers lamb or goat?
Yeah, if it wasn't for game crashes I might never eat, sleep, or see the sun again.
Think about it. Yes there would be some resistance at first, but probably not alot because it would push your military rating way up. After you destroy a system or 2 races will either start surrendering to you or to the other AI's. You won't have to destroy more than a dozen systems (if that many) before you are declared winner of a conquest victory. What's the point? Where's the challenge in that? If you have the power to destroy planets and star systems you're practically a god and no one coul
I don't like it. I still think if it is powerful enough to destroy a planet much less an entire solar system, what is to stop it from taking out ships or entire fleets. If a massive weapon can be fired from a Terror Star at a planet it would also be possible to fire on ships, it's just a matter of hitting them. The Terror Star is clearly modeled after the Death Star in Star Wars. If anyone remembers the first Death Star destroyed an entire planet in episode 4, the second Death Star was set to de
Pierpoint, the xmls are easy to mod if you have a program to edit them and the tag codes. However everytime you update the game with SDC it overwrites your xmls. I use ConTEXT to edit the xmls. The tags are as follows: In this article, I'll briefly outline how to add your own anomalies to the game. So, get a fresh cup of coffee or can of Coke, make a back up of you data directory and fire up your text editor! If you look in the game's localized data directory (a default in