There are 17 missions in the campaign including the alternate missions.
syneris
There is also a problem when using an IntroScene movie for Scenarios. It works fine (for me) with the campaign, but for individual scenarios, the new game popups interfere with the movie.
-80 morale is the max from population. You hit that at around 25 billion. While higher population gives more tax money, the amount of taxes you get per population reduces as population increases. It's better to have lots of markets than lots of farms.
Aren't you a US business? With normal working hours? Why are you writing this at 11:29PM Central time? O_o There's no such thing as normal working hours for programmers, especially in the game industry. </fon
maybe this thread could get a sticky in the modding section? Or Stardock provide a link to the site somewhere (say in the fansites section of the databank).
When you have multiple campaigns available for play, the Campaign menu Ui is a little glitchy feeling and slightly confusing to the user. I know we can edit the screens with DesktopX, but i'm not that good with graphics. Is this fixed/changed in v1.1 or something you plan on doing in the future?
On these forums, new threads are called posts. any posts made to that are considered comments. But yea, I wish i could lookup all the posts/comments I've made instead of just the ones I started.
Currently, multiple tech requirements are supported but all tests i've done end up with the ingame display looking bad and hard to read. I believe the model is for the little rotating image you see, but i haven't tested it yet. These seem to be the ones in GalCiv2\Movies\Techs and are in bik format
From what I can tell, the category tags in the techtree.xml don't do anything. Are these used by the AI or some other feature in the game?
There is a tag that is used for the Ai to determine how much effort should be put into researching that. There are many factors that leads to the AI's decision, so this is just part of the process in what they research.
What the ship looks like is kept in a seperate file from what the ship actually has on it. The core ships were probably design to look better. The only way for the user for achieve this right now is through some editing. If you want to test this, create two different ships (even different hulls) and save them with different names. Quit the game and goto My Documents\My Games\GalCiv2\ships. Delete the one of your designs you created (only the .shipcfg)
2. The ships I have at my disposal are pretty basic, with Defender being the only military one. So the only way to make better ships is by actually customising them in the ship designer tool? Until someone releases a core ship addon pack. Seems way too many people want to use only core ships and not d
Great site and the phpbb forums will be heaven for modding discussion. mmm code tags
if anyone has a link, throw it up on here Frogboy posted in the thread https://forums.galciv2.com/?ForumID=251&AID=96470 While not specificly saying they won't ever be in, his post leaves the impression of such.
there seems to be a few number mismatches what's mismatched? making sure the options in the English.str match the ones you want in the AbilityBonuses.xml </T
What about the custom techs and buildings? If I make new ones will the AI even touch them, or just ignore them all together. There are tags in the TechTree and PlanetaryImprovements to help with AI choices.
It only looks like it has two. Can you load 1000 population on it like a ship with 2 colony modules could? Core ships can be made to look like anything. User created ship could also probably be made to look different than what it is, since it uses the same "design" file.
Adding techs is really easy. The ingame display does all the work in putting it in the visual list.
Sorry, because I was told about the English.str, I found a way to get it working. Then I was asked a question about it and provided a link. And yea, I had about 20 windows open between IE, Editing tools, GalCiv2, a few folders, and different text/game files.
Please add this to the wiki
Want to add Miniaturization and/or Logistics as Customization Abilities? Thanks to a few other posts on the board, you can! First, open GalCiv2\Data\English\English.str in your favorite editor (notepad is good). Search for [TABLEALIAS AbilityOptions] Copy in the follow before [TableEnd] // logistics [A28_Option0Text] Logistics 1 [A28_Option0Bonus] 10 [A28_Option0Cost] 1 [A28_Option1
You may want the option in a mod. Sure you can add it in the RaceConfig.xml, you can also change it to give yourself 1000's in each ability plus whatever techs you feel like.
https://forums.galciv2.com/?ForumID=348&AID=105014 You can add both logistic and miniaturization to the ability list on customization Don't know if Interest Rates, Crime, Cabinet, or Goverment do anything ingame but they could be added... I might just make a new thread detailing the steps if it's needed
need to change something in another xml file. I found a way to get it to work due to this post here: https://forums.galciv2.com/?ForumID=162&AID=108847 In English.str search [TABLEALIAS AbilityOptions] and add your entry there using the others as a template. Logistics could probably b
Woah woah woah. By adding in miniaturization here (as well as editing the abilitybonus.xml) Miniaturization actually shows up on the list when customizing! The best part is it works too!