I think Carriers would be a nice addition to GalCiv2. And here is why: Late in the game, The fleet battles tend to be about large ships. The larger the ship, the more weapons, defenses, and engines you can put on your ships. Carriers would give the ability to carry tiny (and possibly small?) sized craft. A Docking Bay module could then be added, each module carrying a certain amount of small craft. This would allow smaller craft to be carried at higher speeds to keep up
BradenK
I think I might have found the problem. The GGB internal name is GalacticGuideBook. When refrencing the survey module, it has an Altcost of 0, if you have GA:GalacticGuideBook. So I'll take the GA: out and see what happens...
Has anyone else had a problem with the survey module cost after building a Galactic Guide Book? I went to upgrade my ship designs that had a Survey Module, and it still cost points after the GGB was built.
I built a Galactic Guide Book, which states that the survey module should be reduced in cost to 0. However, I am still being charge for it. Is anyone else having this problem?
I was able to save all my ships! The mod folder changed from being in my docs/my games to just being in the default folders of the game.
I removed the size mod for all weapons, but left it for armor, engines, and other compnents that it made sense to be larger on larger vessels, such as sensors and life support. I'm going to see how that plays. I will probably have to adjust the defenses. Certain things it just makes sense for them to be bigger on bigger hulls.
I checked out the size mod attribute for the standard modules (Troop, colony, constructor) and they don't even have that attribute. Sounds like you can just delete them. Though more weapons means ships are destroyed more easily, unless you modify the defenses too.
I really have no interest in tactical combat for GC. I hope GCIII will have an option to turn it off. While it would be entertaining, it is really not the focus of GC. I might use the tactical combat from time to time in close battles, but most of the time, I'd prefer to let the computer play it out.
I have Kryo's hull mod and it was working before I updated to 1.2, and now it doesn't show any of the custom ships I made in game. Do I need to move the mod? if so, can someone explain how. I looked in the existing mod folder, and the example one, but I can't figure out where to put the items that were in the "ships" folder from 1.1
wasn't aware 1.2 comes out tommorrow...
I absolutely love GalCiv2. I can't stop playing it, but one thing I do find annoying is trying to find an available shipyard, or locate a planet. I'm playing in a large galaxy, and it is difficult to keep track of all my planets, what projects they are working on, etc. If I use the current planet screens and use the pre. and next buttons, if I change what ship is being built, I get knocked out to the main game screen, and then I have to either search the map for hte planet I left off at, or g
Thank you both
I'd like to change the starting value for logistics for all races, to allow bigger fleets, but also to allow for logistics to still be something worth researching. Is there a way to change this default for all races? Do I have to edit each race individually (This won't be a problem)? How do I change the default value for any custom race?