INVADER-Mod 7.0.2 Lite Uploaded and |Updated| (2.09MB) Sept. 20th
S1Genocide
Sounds very good and very differant from INVADER-Mod. Do you have a webhost or are you uploading to metaverse? (I have a webhost if you want to upload it to CDG group.) Mercantile: Trade 30%, Economics 20%, Trade Routes 1 Range & trade works for political partys? I didn't even think of this. Populists: Morale 30%, Sensors 20%, Propulsion 10% Why no population growth fof this party? Do you believe pop growth is to powerfull a bonus for populists?
In the first glitch, which has happened a few times in different games, my economic stats will suddenly go haywire. The latest occurrence was: Income 6656 BC, Spending 3221229461 BC, Net 1073711882 BC, Approval 0%. Then, just as suddenly a few turns later, it will go back to normal, except for a treasury of -2000 BC. Then, a few turns later, it will go haywire again. This
I have updated the mod twice since then. But I have a current 7.0.2 uploaded to the metaverse library. I also am going to host it at the CDG group. 7.0.2 will include some last minute race change and English.str changes. It is a small Spreadsheet and Necessary graphics version only that is 2.09 Mb First Upload Version of 7.0.2 2.00MB Second Upload Version 2.06MB (7.0.3) Third Final Upload to Metaverse and CDG 2.09MB (7.0.4 Which is now the new 7.0.2) This is just for Me
I would like to be able to che elected control of and be able to select the options for the United Planets at some point.
I'm pretty sure the only thing in KHSM you don't want to change is GC2Types.xml & GC2Ships.xml Anything else you can put in or mod to your hearts content.
There's no particular reason you can't just include a modded version of the STR table with your mod--see Cari's modding guide for details on that. Oh I already did that for me I was talking about everybody else. You don't think you should have a higher rank cap than 10th? About 14 (12 Major Races 2 extra for the minors?) just so the modders neve
I use a mod for INVADER-Mod and play it alot as well. The mod in Scenarios called Use all races including dreadlords in the metaverse library. Play with ALL 12 Races with new FR GUI Screen by ShadowTek.Net. The problem when choosing all races plus the dreadlords. (You can see all races icons at bottom) Uncheck one race and the dreadlords and play a game the English.s
Really because I thought It was based on race. Torians prefer beams, Yor prefer mass drivers, Thalan prefer missles. The Ai tends to really on missles alot early game but I never see them even in photon form late game.
Secondly, all factory-related construction is done in a single week regardless of cost. Please explain this for the Thalan.
The polls already been tainted and broken by fanboys AND They didn't seperate the poll between bugs and gameplay changes everyone will vote they like 1.31 just for the bug fixes. I DARE you to post a poll asking about gameplay.
Same exact crash happened to me. I posted my crash log in the 1.3 Bug report thread. Debug Message: Version v1.31 last updated on: Wed Sep 13 18:41:18 2006 Debug Message: GalCiv2 is activated. Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.********* System Info Time: 9/17/2006, 22:06:30 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: XERCON-459641KL Operating System: Windows 2000 Professional (5.0, Build 2
Gameplay changes and nerfing are lame for 1.3 & 1.31 roll them back. Examples of bad content in GC 2 updates r :- Destroying diplomacy/trade between the player/AI. Making resource mining bases weaker and weaker. Making the entire morale buildings pointless. Stopping creation of 100b pop. planets. Making military starbases weaker.
I do not want a patch to downgrade or destroy game features that r popular and well liked, JUST BECAUSE THE AI CANNOT EASILY BE MADE TO USE THEM AS WELL AS A PLAYER CAN, sorry to shout, but I hate it when developers take the easy way out and just downgrade/nerf/break a feature in a game I like. Why not try to make the AI use it better instead. Make the AI copy tactics used
I feel ya Fatman139, my mod files are all screwed up because of 1.3, now I can't play using any mods. And for some reason, the game must not even know it's updated, when I play the game it says 1.2, and it IS 1.2, even though i've downloaded 1.3. Talk about turning my last few days into steaming piles of poo. Thats because of what they
INVADER-Mod GalCiv2 Full 7.0 for 1.31.049 INVADER-Mod 7.0 (12.2MB) *Finished intagrating 1.31 Changes. *Re-added Miniaturization and Logistics. *Un Nerfed Population, Un Nerfed Morale, Un Nerfed Economics *Added Super Races. *Re-Re-designed political partys (so that they make sense.) Example: Populists now have population growth Mercantile now has economics *O
INVADER-Mod 7.0 Full Coming Soon. Finished intagrating 1.31 Changes. Re-added Miniaturization and Logistics. Un Nerfed Population, Un Nerfed Morale, Un Nerfed Economics. Current work. Compare: ( with: (>)D:\Program Files\Stardock\TotalGaming\GalCiv2\Da
Is a by-product of this being, the planet no longer has the focus when you launch a ship from the ship builder screen? When I am building constructors I tend to let the starport fill up, and when I see a Full Starport in the Governer screen I go to the planet, launch a ship, reset the port to build a ship, then exit. Before this update when I exited I would o
I think it works great. It makes the mid-game more interesting. Heck, my last game was on a Large map with very few planets and I was (at the end) running 75% taxes and still holding over 90% morale. Granted, I had bonuses and the like but it was harder to get it there....I had to keep inching it up over the course of the game along with more careful planet management.</td
+ 'free' (default) race abilities will no longer show up in the abilities listbox on the Customize Race Screen on the Abilities tab as it was unclear that these were free abilities and that choosing another option in that category would overwrite these changes rather than adding to them. However, these abilities bonuses will still be overwritten, and they will still show
AVP 1 & AVP 2 FEAR Doom 3 (all three version made me physically sick while playing.) System Shock 1 & 2 Far Cry (some parts) Half Life 2 (sewer part when zombies jump out.)
Yes, your way appears to work. The way I verified it is that I changed the name of "Entertainment Network" in the 1.2 mod. Then when I ran the mod, the new name showed up. Under 1.2 an Entertainment Network increases morale by 25%. That showed up when I quick bought it. Under 1.3 it increases morale by only 5%. That's a huge difference. I
lol Canadians With all their beady little eyes And flapping heads so full of lies What was that about Bush NeoCons again?
I was just kidding.... I would love to see a fully patched/moded version of MOO3. I haven't played that game in sooooo long. A version you approve of, just to see where oyu are coming from. Forum WWW Link">Link INVADER-Mod 4.9 (my version on my site is split u
1.Try and find a 1.2 Final patch. Apply patch. Goto: C:\Program Files\Stardock\TotalGaming\GalCiv2\Data\English copy paste your Techtree.xml & Planetimprovements.xml to desktop (from 1.2) 2.Apply 1.3 final Load Stardock Central and update to 1.30A.044 3.copy paste Techtree.xml & Planetimprovements.xml to C:\Program Files\Stardock\TotalGaming\GalCiv2\Mods\Default\Data 4.Select use Mods. 5.Select Default directory. "This is a generic mods folde