thanks K R Y O I was seriously going nuts for the last 2 evenings trying to figure it out. Now I can finish my damn mod and test it. On a side, note, is this info in the modding guide? I skimmed through it, but didn't see anything (perhaps I was looking in the wrong spots though)
denyasis
ok, I figured it out, Here is a detailed explanations. The organization of the Mod folder is cut into two different sections. One section is for file replacement and overwriting, the other is for file addition (at least as far as I can tell). Here is the folder structure: Mods \yourmod \Data \Sub Directories. If you want your file to REPLACE a game file, you must place your moded file in the \Data Directory. It must
Hello, While working on a mod, I've noticed that teh Changes I was making to the xml's were not showing up. This was Encredibly frustrating. I then noticed what appears to be the cause. I had removed data from the game, inorder to move and rearrange it (tech tree xml). I noticed in my tests, that the Tech tree techs I had removed were still there! I also noticed that the products of the research (in this case, modules and weapons) were still listed under the old t
Wow, I sudennly love this post. I decided to keep track on my last game: I generally run medium sized galaxies (little time) I play a custom race. Strongest: Drengin Korath I've never had Drengin and Korath in the same game. It's either one or the other and they dominate. Strong: Kyrnn Yor (I was pretty involved with them, might have upped their strength.) Oddly, the Krynn usually have get the crap beat out of them in
beautiful, work, I hope this come to fruitition. Btw, on a uber geek side note, I was displaying you pictures to my father, who is an ametuer astronomer. Not only did he recognize that they were from the hubble database, on top of that he was able to name half of the shots or tell what type of shot was. For example, he believes the 3rd pic of of the Cat's Eye with a possible planetary nebula mixed in. The 8th picture is actually an image of radio waves (probably IR or UV - its "too spec
Wyndstar: Ecelent post. I think you outlined the problem very well. I totally Agree that ship Combat needs to be looked at. While I personally have written my own mod that does something similar to your suggestions (+2 space for weapons, +10% research cost, -50% Defense cost, -1 defense space), I don't think this is a good solution. While these are solutions (and I use them because it is the best out there), I don't think it addresses the deeper problem: The
hey) for # 1: I've notice that Transports, Constructors, and Colony ships will "disable" thier auto pilot if thier target is Constructed (like on a resource), colonized, or invaded by another race before our ship reaches the target.
ok thanks for the advice. I must say I love your program!
Hey Quick Question; I'm am trying to use the Galactopedia to check a mod I am writing. To do this, I would like to know what diretories and subdirectories the Galactopedia uses to display its info. What I am trying to do is to create a "Fake" installation and point the Galactopedia toward that. This way I can mess around in my sandbox installation with out having to rename, back up, and move around the my original installation obviously Data/English is used. I
you should notice that a blank custom race starts out with Logistics +6. So you are getting something for free(in terms of points). Anyway the point is moot: Go to the .\My Documents\My Games\GC2DarkAvatar directory. There is a files that has the following syntax: [race name].customracexml Open it in Wordpad. Press CRTL+f and look for the entry for your custom race. You may freely edit the values for your custom race. This works very well
Hey! 6) I think the battle mechanic was covered pretty well. War in Galciv has mulitple objectives. You can pretty much taylor your wars to the way you wish to play. The main mechanic is to take over planets. Building transports (research required first) is the best way to do it. I've found that it is really hard to wage war in the "realistic" sense (Ie, declare war, have several battles till one race is winning, sign a peace treaty with consessions from the losing race). Usual
It does not end and is permanent Sorry man. There is no way around it. On the plus side, for what ever reason, the AI will still research and Trade for Engine Tech (I can only assume to get smaller engines - more space for weapons). Essentially you can get free tech this way.
I think possibly, a small tooltip styled explanation of the Mega event would be usefull inteh game. To be honest, it is a rather abstract concept (especially for a strategy game), and players who have not been following the betas, previews, etc might not fully know what the Mega event it, or its implications. I will argue, that as a proponent of the Mega Events, I do believe they need some tweaking, For example, the Galactic Depression ([Somber]) has happened in several of my games. I
Inteleckt: A little known secret (and I just learned of this my self), is that in the planets screen, there is a buttons "Details" and "Summary". One (Can't remember which at the moment) will give you hard numerical breakdown of the planet by building. It will list every structure, what it is producing, and how much it is using in maintainence. I'm not sure if it will display the effects of the spending level. I hope that helps! Comming from a Heavy MOO and MOO2 backgroun
Exactly how many mega-events are there? Jpinard: I started a post a while a go with a list of Mega event and thier relevant info. Here is the link: MEGA EVENT LIST I hope that helps as some of the mega events appear to be ramped up Normal events and ppl seem to be getting them confused. BTW I totally Agree with the OP. Keep The Event
I would also agree that you ought to disable mega events. By design, they try to make the game "impossible". It caters to segments of the fanbase who find the game a little monotonous or are simply so good that only a mega event can slow them down. The Pirates, Jagged knife, and Dread lords are all mega events that you should disable until you get a better grip on teh game. Beside, why would you want teh computer to play with lasers? Missles are generally the best weapon (damag
hello, I have a quick question: With the Starbase modules section, there is the StarBaseAbilityValue and a set of Def and Att values that all give a value for the funtion of the module. In the case of weapons for the starbase (or ship assist), do the Att and Def strings overwrite the StarBaseAbilityValue? Ive noticed in the Starbas modules file, that there is only one instance where There is a StarBaseAbilityValue along with an Att or Def value, the Electro-Magnetic
hey logic! Sorry for not posting quicker - traveling. Thanks for the info about the Raceconfig and Startypes files. I can confirm 100% that race config willwork in the mods/data folder. However, if there are race files in the Mydocuments\galciv2\darkavatar such as customrace (i belive that's what its called - sorry I'm in a library right now. I know it doesn't end in .xml, but it really is an xml file) those files will over write the raceconfig in the mods\data folder. Essentia
A am particularly fond of the way space miners build asteroid mines. The semi-automation is particulary helpful. I think constructors have to be destroyed when building/upgrading a starbase, otherwise it would be way to easy to spam starbasses in mass. However I think thre needs to be a better way to manage the building and upgrading of starbases. Using rally points is too cumbersome and what happens when you have more bases then you have starports? A possible solution would b
dystopic: I merged KHSM, HRG, and Carbon UI all by copying them into the same folder. I also merged a small balance mod that I made personally by hand editing raceconfig.xml It was fairly straight forward. And logicSequence, The raceconfig.xml will work in the mod folder. However, you must place it in Mods\data, not mods\data\english for it to work (for some reason the game won't recognize it if its in the english folder). I know this beacuse I modify a range penalty for the d
umm, Serenity the ship, was a ship in the "Show off your ship designs thread" The original one. Someone alread made the ship usuing the ingame editor, no importing of meshes needed. In the "Ship design 2007" thread with the new ship designs, there is a link to the old thread. I belive its around page 15. Good luck though, I haven't gone to that thread since last summer before my computer got hit by lightning (Don't ask - I'm still mad about it <img src="http://images.stardock.com/
Ouch, Skyjack. That event hurts. Bummer dude. To clarify my "temporary hurdles" comment, I meant that about the Mega events, especially when compared to the normal events in the game. Your event is a normal event, believe it or not. I found it in the Event screen section of the English.str file. Here's the text from the file (The Mega events are in a separate section of the file): [Event_NewMenance_PlayerLostPlanets] An organization known as The Jagged Knife has seized con
UndeadOmelt: Yes I've noticed that too. Actually the AI will trade for it too, Essentially giving you free tech. Caprion: Got it! I hate that one as I usually never have many spies. To be honest a lot of the events don't seem that "Mega" A Lot of them seem like temporary hurdles (Plague and organized crime come to mind). I guess the Mega part is how you respond to the Event vs. how the AI handles it <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif" borde
LogicSequence - This is totally beautiful. I was impressed when I was going thorugh your files, the images looked amazing - I use several other mods and merge them all into one folder so I can have more fun. Then I started a new game, and wow. The stars, the Nebulea, the Planets.... Wow. Totally amazing. I think I need new pants, lol Marioflag: You were sure to restart DA right? I'm not too familiar with ATI X series, (Had a 9700AIW till this year, lol), b
mmmmm This looks beautiful. Great Job!