Are you playing the same ship style as the ships you put in?
syneris
This game is quickly costing me over 200.00 so I hope it gets fixed ASAP. Lets just say my copy of XP is questionable. So I had to pay to make it legit. Y
To remove them, just comment out their race entry in "Data\English\RaceConfig.xml". Are you sure this won't cause a CTD if the game picks them to be in?
Does using Control U cheat to reveal the map, also reveal it to the AI?
Well, if Stardocks tells me how I can creat Hangars myself, I would not bother them asking to help the Modder-community with the "Hangars". Decompile the exe, add all the necessary code changes (knowledge of atleast c++ and whatever other languages & API's used), edit the GUI to show all the changes
Still, I'm not sure how the old ship designs are going to work with the new rotation stuff. There are new tags in the shipcfg file for yaw, pitch and roll. The default is 0 so old design should work. New user created ships are stored as a shipcfg (this is what it looks like) and now an xml file instea
Is this what you want? http://www.gc2builder.com/viewtopic.php?t=31
My guess, 1 more week.
2) Do you know offhand if, within events, each moral option can affect multiple attributes. Right now each event in events.xml allows a given moral option to affect one attribute plus population; I want to know if, say, a good choice can increase morale while also decreasing production. Events look li
You don't lose money fom wasted MP... any money you don't spend on a ship you built in that turn goes to your treasury Not sure if I understand you correctly, so sorry if this is what you do mean. A planet has 500 MP and builds a ship that has a cost of 100. You do pay 500 bc and not only 100bc. Rather than having rollover for p
Is the factory upgrading to a starport?
It's hard for me to descibe what can be modded and what can't. I'm not even sure what Stardock might have planned to add into the list of things that can be modded. GC2builder is a tool in development that is planned to support all data modding the game has to offer. It's current focus is maps and scenarios. Stardock has it's own program for modding the GUI (DesktopX), and there are a few programs for creating models (3Dsmax, blender). </fon
What is this SDMCP.exe that is always loading on startup? It says it's by Stardock. Why does this need to be running all the time even when i'm not using any Stardock applications?
You'd probably have to add something to the game's code to do that. I think it's beyond the scope of a mod currently.
The xml doesn't give it any bonuses. A lot of planet improvement stuff is hardcoded according to the internal name. There could be a problem with the reeducation center if it's didn't really prevent the planet from flipping.
It's been discussed some, and I think the general consensus was basicly it'd ruin gameplay.
I would be satisfied if there were someway to tell when a base is temporarily or permanently full without sending a constructor or checking the details and trying to figure it out based on current tech level. Look at the starbase's details. You should see something similar to 5/8 on it. This tells you
Looks good. Yea people need to know what you spend on research is not a direct 1:1 relation to these values. There is atleast one other algorithm behind the tech's cost.
You can add S99_ to the begining of the model to make it available for all ship styles (or S0_ - S5_ for specific ship styles). Then you add it to GC2types.xml to get it ingame. You can make a new entry using an one as a template for what you need to enter, or just replace what model get's pointed to in the item you want to change. I haven't tested replacing the model target, so style specific models may override generic models.
I think this will be the #1 modder tool and modder site. Take a look, register, and do some posting! Let's give this game a good modding community
How can they know what i'm doing when I don't even know?
You forgot to close out the Beaker Legend with /computing
I'd like to see a type of population module. It'd be like the colony module and troop module but not be able to colonize or invade. It's only purpose would be to ferry population. To compensate for it's lack of ability, it would have a lower cost(maybe?), use less space (probably), and be able to carry more population than colony and troop modules. The AI wouldn't feel threated by them if they not in their influence or sitting at their borders for too
As for capitols, if you like the morale, mod it back in. You can't mod metaverse games. I was asking why it was changed and what players think of the change.
Actually I like the idea of HP and Repair modules. They'd need to be balanced for cost, size, and effective values. Proper sizemod values could take care of the imbalance of the benefits. The hp bonus might need to be a percentage. They could even be restricted to only have 1 module of each type on a ship if there is a problem with them being too powerful if overused. It would add more variety to the options you have. Should I squeeze in that HP bonus,