LordZorinthrox

LordZorinthrox

Joined Member # 4595723
0 Posts 0 Replies 122 Reputation

Well if you hear back, tell us about it. I was messing around with game files and realized I hadn't properly backed a few up, so I uninstalled and reinstalled the game and now my map editor is borked the same way. It is also more unstable. ETA: Okay, that was weird. All I had to do was boot the game once after reinstallation and everything was a-okay.

8 Replies 20,726 Views

That sounds like some sort of rendering error, like the background images aren't being rendered correctly. I don't know what's going on there. You should try StarDock (alternately, back up your saves and reinstall?)

8 Replies 20,726 Views

You could give StardDock a shot. I've had really good experiences with them in the (deep) past, though I don't know if they are still doing GalCiv2 tech support. The forum isn't very active these days, so I don't know how much help you'll get. For what it's worth it still works fine for me, though I just downloaded and installed it from Steam a few days ago. What problem are you having exactly?

8 Replies 20,726 Views

[quote quoting="post"] I just started my first game in a few years. Just wondering of anyone else is still playing Gal Civ 2. [/quote] I purchased it on Steam a while ago, installed it the other night to tinker again. Had a good graphical update going ages ago but it looks like I might have lost my files? Will probably play a bit. [quote who="walton_reeves" reply="1" id="3733862"] I purchased it off Steam a few days ago and am looking forward to getting back in

12 Replies 68,320 Views

[quote who="Tolmekian" reply="538" id="3294933"] A quick review of my change log reminds me of just how much work I actually did before walking away. No wonder I pretty much burned out and disappeared. Fortunately, I did actually wrap up what I was doing instead of walking away from a project half finished. That makes coming back a lot easier. It also means that I am basically ready to release what I have done, after a quick check-up. [/quote] &

722 Replies 1,785,614 Views

While I changed the category name for the hulls in my first pass, on the debugging pass where I incrementally added changes until it broke, all I changed was the DisplayName of the individual hulls, and the only thing I needed to do to fix it was change the DisplayName in the vanilla data files. Furthermore, template files and the template ship configs make no mention of any component via it's DisplayName and make no mention of Category; they always use the InternalName (and can&#39

3 Replies 5,084 Views

[i]Note: Well, since it is a bug, it sorta would go in the bugs forum...but you know the chances of it getting fixed are nil, so I might as well put it here where the affected players, that is, the modders, can benefit.[/i] So I've been modding GalCiv of late, continuing some old work I did on polishing the game. Graphics shader rewrite, fluff editing, interface string editing, and much flavor. I'll get to posting a new thread for it soon; haven't found the opp

3 Replies 5,084 Views

[quote who="qrtxian" reply="487" id="3287467"]Possibly a stupid question, but are you sure that you didn't somehow actually set the AIs to Fool?[/quote] Nope, far as I can tell. I double-checked to the best of my ability; checked in the map opponents settings screen, and checked in-game in the foreign stats. If I knew how I'd check the save-file too. Furthermore, when I switched to the fresh, new version, there are no problems; the Korx snatched up a planet i

722 Replies 1,785,614 Views

Nah, no vanilla race was customized; no matter what I do to the custom map settings, they always are "dumb". They colonize their Mars, produce mining bases on all the asteroid fields in their influence, collect all the anomalies they can, then just sit there and research. And it has to be something I changed: I had been altering the display names and descriptions of techs before and everything was fine. When I got back into my polish work, I started getting into other file

722 Replies 1,785,614 Views

Hello folks, LZ back and curious. Two things: 1) Tolmekian, if you are still around, may I use your mod for the basis for my polish mod? I'm going through and giving the game a facelift, both the graphics (not via resolution but with better shaders and textures) and the text (oh go the writing...). Mostly for me, because I'm bad at finishing these things, but it is coming along nicely and who knows, maybe there are a few people left who are interested in a

722 Replies 1,785,614 Views

I have a question: what do we know about how the AI customizes ships? The ShipCfgs list some basic modules on ships, like Basic Support. The AIs don't remove modules from ships unless they and changing the effectiveness of a module, right? Because they have templates for each category of weapons; if I was the designer, I might make the ship customizing AI just smart enough to only improve on the systems already extant in the templates. What if you forcibly instal

722 Replies 1,785,614 Views

Empirically, it seems to me that the races are avoiding offensive technologies and always going for defense as soon as that tier opens up. This happened in both games I've played with this mod. It may be that the artificial increase in the costs of weapons techs are important; they keep the AIs from going at weapons techs too fast and ruining the opening of the game. Maybe they're like a hidden balancing factor that compensate for weapons techs and defense techs at t

722 Replies 1,785,614 Views

[quote who="Sole Soul" reply="153" id="3067197"]Is it possible this is related to the UP decision restricting starbase module quantities, and the AI is making decisions based off of that even when it's not in effect? And misapplying it, apparently. In other words, how many modules do you see the AI make use of? LZ, you're suggesting the AI doesn't have a scroll button? That could also be the cause...but it definitely seems iffy. If done prop

722 Replies 1,785,614 Views

No prob on the Influence bases, Tolmekian, glad to help. Too bad that it looks like distributing the cost of modules among more levels might just break everything more [e digicons]:annoyed:[/e] . Fascinating issue with starbase modules; I can't imagine how that was never caught in production, nor how an XML parser could possibly have limits. The only thing that comes to mind is some fixed-sixed container inside the program for starbase modules; if that is the case, no

722 Replies 1,785,614 Views

I was a little late to GalCiv, but I've had it a long while. Forgot my account info and too lazy to get it back, so new account [e digicons]:P[/e] . [quote who="LTjim" reply="27" id="3062839"]This "old newbie" still checks in ~weekly. Never bought TA, but would if they fixed it.[/quote] MarvinKosh and Tolmekian are both working on mods that address issues in Twilight by reforging the shards of the techtrees. Its a hell of a mess in there, and some t

35 Replies 118,033 Views

It says I'm new, but really I just forgot my old account info; I got GalCiv II ages ago. After reading the whole Weapons Fix thread, taking note of how you four or so went about a systematic analysis, then reading all of this, and downloading it, I am impressed with how effective the AIs are. I usually don't play very seriously and keep them pretty dumb, but even on "Normal" intelligence where they seem sorta dim-witted, they are scary. The already noted (ages ago)

722 Replies 1,785,614 Views