Cool, what about this entry in the starbase table? [TerrorStar] Terror Star
syneris
Where did you find this?
I plan on doing a (pretty much) complete rework of tech, weapons, defenses, starbase modules, planetary improvements, and invasion tactics. Races will be rebalanced and more unique. Good, Neutral, and Evil will come more into play and have more extensive tech branches. I'm not much of a graphic person, so all visuals will be from what's available; however, there are many leftover pieces of graphics (for planet improvements alteast) to be used that didn
Even though it's slightly documented or somewhat self explainatory, my next goal is PlanetImprovements.xml It might take some time, as there are more things to test to see what they actually do ingame (or if they even do anything).
I think the ship names are coded into the campaign. All the shipcfg files are just how the design looks. They contain text that points to the hull model and what hardpoints point to what models. I recently figured out how to make new core ships, so that's the only reason I knew about the problem with campaigns.
Here's a breakdown of the StarbaseModules.xml tags. [StarbaseModule InternalName=""] : InternalName is the unique identifier. It's used for Module_Requirement. [Name] : Name shown ingame. [Model] : Not Used. The 4 types of starbases use shipcfg files for starting and upgraded models. [Description] : Not Used. The description you see ingame is based on what the module does. [Tech_Requireme
Game crashes if you try to play a campaign map that uses one of the core ships. The internal names for core designs are needed by the game for some things. If Stardock changes user designed ships to have an internal name prefix (say UD_ like the custom ship filenames), then you would be able to name your ships the same. Good attempt though
why don't the forums have a report button?
Good quiestion about the weapons and armor, though it won't matter if your freighter doesn't have hp
or a Space Monster!
You realize this thread is 9 months old..
Making the core designs dissapear might not be such a good idea, because of the one useful core design: the colony ship. it has more on it than you can put on a cargo hull at that point in the game, and if it wasnt there, it would probably put you at a bit of a disadvantage Not true, the core colony s
Perhaps you should update to 1.0X1?
Metaverse xml is kept in a seperate folder. I think if you edit the Metaverse xml files in any way, it will be registered as a cheat. Editing the main game xml should not have any effect on metaverse games.
If you manual renamed all your ships. then went to upgrade them, you would have to rename them all over again. The ship class is shown in the details.
I'm trying to figure out what the problem is with the vanishing core ships. I got this bug the other day, and reinstalling didn't fix it. I have a small theory, but want to confirm whats happening to other people. Please post what Core ships do not show up even after researching the needed technologies. Also, please specify if you are also missing some hulls from the ship builder. I haven't seen a reply from stardock on any of the posts about this issu
https://forums.galciv2.com/?ForumID=348&AID=108654 You can make your own core ships if you feel like doing a little editing. I also explain in a later post on the thread how to make core designs not show up. Core designs are primarily in for the campaign and scenarios as you sometimes start with ships at the beginning.
Actually I just tested and removed loyalty from the list in abilitybonuses.xml, but it's still there ingame on the list of abilities. There was nothing in the box to select your choice though. This leads me to believe that there is either another file that needs to be modded to add/remove abilities from the list or that we can not mod the list itself, just the data for the abilities.
Is abilityindex 29 the right number for miniaturization? does it make a difference what the index is?
You only need the survey ship, colony ship, starbase, and pirate ship from what i've tested with a normal game. The game crashes if it needs a ship that's in the list, but isn't there. I'm sure there are other ships needed in a normal game besides those (like the ranger for if you find a lucky ranger), so I'd say we can't remove them without having a possibly unstable game. While you may not be able to delete them from the xml, I found a solution to have them not showup in the game for the
I've been wanting to be able to toggle hardpoint visibility also. Some jewelry are completely covered in hardpoints.
Best way is to copy your whole text into notepad, find/replace the tag with [ and ], then recopy/paste the thing from notepad back into the post. Ok so no way for the greater than and less than symbols to show? You can see from the horrible formating after my edits go through that i'm trying different ways
10six is actually still alive under a new name called Project Visitor. While I'm interested in seeing what they've done to it, I'd want more info than I can find before I commit $12.50/month into it. Only time can tell how Society will turn out, but I'll try to have faith in Stardock
My tags got filtered out :/ How do I fix that?
This post will explain creating custom Core ships for your Scenarios or Personal Use. Designing how the ship looks: First thing you'll need to do is... create a ship! Here you will design how your core ship will look. Until an out of game editor is available, it's easier to use the in-game shipbuilder rather than text editing (unless you know all the hardpoint names/locations and component names by heart). The core ships i've created have always been available to every race, but i'm no