I thought employment wasn't in game. Why does the new entry for the Neutrality Learning Center have it?
syneris
bump da cool map
Incase anyone doesn't want to scroll back up to the top... here's the link to gc2builder's forums http://www.gc2builder.com I'm sure there is a lot of mod stuff I haven't gotten to that needs our input. Anyone familiar with trying to mod events or anomalies? what about minor races? Don't make me break down every xml and interrogate/torture you about them muhahaha... <img src="http://images.stardock.com/gc2/T_DL/smiles/Gasp.gif" border=0 AL
If you want to reduce the problem reports I'd make that option default to OFF Yes, default should be off
Coplann, do you have any plans for ever releasing some jewelry for these or future related ships? It's be cool to have some fins and similar things for the player to add on themselves.
I thought you said this wasn't a game is always crashing thread anyway, debug.err is created in your main game folder. something similar to C:\Program Files\Stardock\TotalGaming\GalCiv2
delete prefs.ini in my documents\my games\galciv2
I've added a bit of stuff to the list, but i need your ideas! If you have ever opened the xml and thought 'why isn't there a tag for...' or 'why can't i change...' then please post! If you don't want to register for the site (which you should if you plan to mod because it's an awesome forum) then post it here and pray this thread doesn't "get eaten by the forums"
well what about modding tech trees and techs in general. like creating new techs with their own tree to research? That's pretty easy. Open up the techtree.xml and look at how it's done. I haven't documented the tech tree tags yet, but most of it is pretty straightfoward.
Is it possible to add in other effects for the governments? No point in adding more governments if all they do is economy... that only fills one of my governments up, lol. Not that I know of, but i'll add it to the modder wishlist <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif" border=
Link is a similar post from a few days ago with some stuff in it. Thanks for the link. Kalin is a member of the forums now, so I might let him/her post those. I'll add them myself in a few days if they aren't on the list <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif" border=0 ALIGN="absmi
If anyone wants to scrounge the forums for things already suggested before I get around to it, feel free to post a link to the topic here or add it to the list.
I'm compiling a modder wishlist to submit to the devs. Please head over to http://www.gc2builder.com/viewtopic.php?t=82 and post your modding desires.
Same problem here. I guess the colony module (and probably transport module) is coded based on internal name. Another thing to add to the modder wishlist
Govenrment only increases economy. It does not have any effect on military, social, or research production. The manual is wrong and so is the ingame display. It was changed and there is a post somehwere on the forums by frogboy confirming this. head over to http://www.gc2builder.com/ for a more user friendly modder forum
From the v1.1 beta 3 release notes, it seems you will only need to edit the AbilityBonus.xml now.
I think for non-beta users the tweaks to the AI, bug fixes, no tech trading, and other things far outweigh the mods. Does this mean there won't be any of the new modding stuff in v1.1 or just the mod(s) you refered to in the topic?
It looks like they might change the ship designer. If they change it where it doesn't remove all of the weapons I'll shut up forever. It has in 1.1 beta 2. There is an toggle bo
I'd say exploit. Does this work? I haven't played any metaverse games, so I don't know how loading saves works. In Civ4, the saves somehow know if you reload an earlier save. Civfanatics uses it to check and make sure games submited to thier ranking system are not cheated in any way. GalCiv2 may have something similar for metaverse.
So the only conclusion that I can make is that this is the value used to determine how much the AI should research a particular technology, and has nothing with how much it "values" it I believe this is true. I think it's a bit more complicated than just this value is higher so i'll research it. If I
I play SWEAW and what the Ships have is actually MORE Hangar then we have at GalCiv2. If we take a Star Destroyer for example, the TIE Fighters and TIE Bombers launching out from it's "Belly" just as they do in the movies and in the other Star Wars games. Yea, but you never have to build a single
I think it only uses the shipcfg that doesn't have a number at first. Later in the game it may use the other ones for better ships or upgraded ships.
Just checked this and it mostly works. One thing that I'm noticing in the v1.1 beta 2 is that any module added by the AI is also getting added to the design in addition to what's already on it (this also happens for the shipcfg designs that stardock made). This could cause ships to look ugly, so I'll make some inquiries about it.
so I need to use Kryo's Hull Mod for ingame? Wow, sorry I missed replying for a week. Must've been bumped way back pretty fast, because I try to check on replies to things that happen while I sleep/work. I haven't used Kryo's hull mod, so I can't tell you how you add anything to it. Pretty tired atm, but I can give you a link to a ship I'