syneris

syneris

Joined Member # 2398495
1 Posts 0 Replies 652 Reputation

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?

6 Replies 5,163 Views

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

24 Replies 11,115 Views

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

7 Replies 5,685 Views

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

10 Replies 7,846 Views

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

9 Replies 14,664 Views

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

24 Replies 11,115 Views

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.

8 Replies 7,111 Views

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.

9 Replies 9,843 Views

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

10 Replies 7,846 Views

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

15 Replies 10,259 Views

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,

7 Replies 4,608 Views