I attempted to do this exact same thing using your skeleton skin, for use in a personal mod. I wasn't able to get it to use the skin on the GenericBaseUnit_Male & GenericBaseUnit_Female units, but I was able to create skeleton versions of the default Pioneer and Peasant units, and get them to show up as the 2 default units available in game. Originally, the default NPCs didn't even have skins, they were just floating clothing and hair. I'm not sure what fixed that,
JesusOfBorg
I have added your mod to my site MGagne. Sorry for the delay, but I've recently had to build myself a brand new computer, and I'm still working the kinks out so I had forgotten about your mod. But everything's taken care of now.
MGagne, if you would like me to host your mod, send it via email and I'll put it up. [email protected]
The TradeGoods mod is 4 new tradegoods you can build, the same as Xinathium Hull Plating and Diplomatic Translators. They can all only be built 1 time, by 1 race, and give a minor bonus to whichever race builds them. The new Trade Goods are: Tricorders: +10 Research and Industry Bonus ATM Machines: +5 Economic Bonus Luck Generators: +10 Morale Bonus Liquid Schwartz: + 5 Economic Bonus The Liquid Schwartz tradegood i
While I was waiting for them to approve my Cheat Station mod for the library, I ended up porting my Trade Goods mod over from GalCiv 1, although I had to replace one of them with a new one. I have put this mod on my mod site at http://mrbots666.tripod.com/index.html . Enjoy the mods folks, and expect to see some more from me in the future.
Well, it hasn't been added to the library yet, and I've already made another mod, so I decided to update my original mod site a bit, and added both new mods to it. Here's the address: http://mrbots666.tripod.com/index.html
I've added a Planet Improvement mod to the library called the Cheat Station. Some of you may remember it from GalCiv1. I made this in my original attempt at porting the Enhanced Terraforming mod, and it contains all the planetary bonuses I could find. I haven't been able to identify what all the bonuses do, but most of them are labelled in the xml file so you can use this as a template or "cheat sheet" for making your own mods. Plus, it
Look in the Data directory for the English.str file. You can modify alot of the in game text from this file, as well as changing Ability Bonuses. However, you would probably have to change alot of entries from week to month to get it all to look right in game.
Well, that seems to answer the "Not Being Able to Increase PQ" question. Now for the Colonizing Class 0 Planets question, and the problem of not being able to get the game to generate no Class 0 Planets at galaxy creation. Anybody got any info on those? I know Colonizing Class 0 Planets is pointless until they fix the PQ bug, but if I could find a way to make the game not generate Class 0's during galaxy creation, that would atleast be a sta
Yes, that seems similar to the problem I've encountered. Glad to know it's possibly a bug and not the way they intended it to be.
You mistunderstand what I was trying. The planet improvements I made were regular buildings designed to increase the Planet Quality without having to take over one of the Yellow, Orange or Red squares. The regular enhancement buildings work fine, the problem is with trying to make a mod that will increase PQ beyond what those 3 buildings do.
For those of you that played the first GalCiv, you may remember my nickname. To the rest, I'll dispense with the pleasantries and get right to the point. Seeing as how my original Enhanced Terraforming mod for GalCiv 1 was so popular, I thought I would try my hand at reincarnating it for GalCiv2. However, during my many varied attempts at getting it to work I've come to the following conclussions... 1. It is IMPOSSIBLE to colonize
My website is at http://mrbots666.tripod.com/index.html I'm working on making a cheat mod that won't give the AI an advantage, but it's not being easy. [Message Edited]
I've just added another minor mod to my mod's site. It's only got 4 new tradegoods, so I didn't think it would be worth the time trying to find/make a picture for it, just to upload it to the library. And as for the CheatStation, you're correct Fulgrymm. If you use it, don't post your score on the multiverse. It tips the scales in your favor way to much. I originally made it to make it easier for me to run through a game to test my newest mods, but figured I'd release it for those of yo
Once again I've returned with yet another techtree mod. This one adds several new techs, 1 imp, 1 tradegood, 1 wonder and 1 sbmodule. This mod is based on the Hawking-Turok Open Universe creation theory. These don't show up until much later in the game considering how powerful the Wonder is, so you may not see them unless you're going for a tech victory. I figured that the end of the techtree needed a little sprucing up since you should have godlike abilities by that point, and yet you
Yea, sorry about the ID numbers everybody. This mod was made using numbers that I hadn't already used in my other mods, and that's why there's gaps. You can either use Hawaii's method to fix it, or goto my website and d/l my other mods to fill in the gaps. :) http://mrbots666.tripod.com/index.html All my mods can also be d/l'd from the CDG forums.
NanoTechnology 2.0 has been tested and bug-fixed, and is ready for d/l. I've posted a new message about it as well, so all inquires should be directed towards that thread.
I don't know if anybody has been watching my "More new mods" thread, but I figured I'd post a new message so everybody could know. I've recently made a new mod called NanoTechnology, infact it was done a couple days ago, but today I got the feeling it was missing something, and so I changed some stuff around, added some more stuff into it, and it's working fine now. The new mod, NanoTechnology 2.0, is on my site at the following link, and will also be in the library soon. http:
I've put the new NanoTechnology mod on my site, but I haven't tested it yet, so download at your own risk.
Something's not quite right with my NanoTechnology mod, it feels like it's missing something. I'll be doing some more work on it later to make it a bit better.
I'm Borg, what do you expect? It's not like I'm gonna come around to your planet with a gift-basket and welcome you to the galaxy. :)
I just submitted the NanoTechnology mod to the Library. Hopefully I'll get a reply, since I want to know if it's any good or not.
The 2nd mod, which will be called Temporal Mechanics, won't be done for a couple more days. I got side tracked today by reality, and didn't get much done on it. I'll post here when it's completed.
p.s. I'll be working on the 2nd mod tomarrow, since I just spent 2 1/2 hours cranking this one out non-stop.