I'm sure I read somwhere that the interface can be changed by editing the .dxpacks with a free program called DesktopX. After looking into the matter it seems that very few things can be acomplished by editing the .dxpacks and DesktopX is not free. Is this correct or is there a freeware version of DesktopX that I havn't found? And can anything be acomplished via .dxpack edditing.
Martin the Dane
Well, As of patch 1.1B2, if you have 100% morale on a planet the cap is 200M multiplied by whatever growthbonus you have. Or that's what FrogBoy wrote, try looking at Link
My Custom Constructors all have a limit of 3 su for speed even if they have engines with 9, 11 or 8 total speed. After launching the Custom Constructors I am allowed all 9, 11 or 8 speed for the first turn. After the first movements are spent, it will revert back to only 3 speed. It also displays it wrong when you look you can se
Miniturization is not consistant between components or hulls. Wouldn't it be better to use a multiplier for the hull class. so the size, power, and cost are scalable to the hull size. (I'm thinking mod here) Oh it's quite consistant, all components have a SizeMod value, witch is a percentage of the total h
An update on farmin: Noticed that the techs for the last two farms in my list in post #220 is not in the tech tree, witch makes the Andvanced Farms useless as anything other than draining money for production.
Did a little digging into the Miniturization thing, and discovered that the value of SizeMod is calculated based on the ships size after miniturization, not the base size. So a component with SizeMod of 5 gets enlarged by 2 on a nonminiturised Cargo Hull, while on a 15% miniturisation Cargo Hull (size 63) the same component gets enlarged by 3, so for instance sensors can actually end up taking a larger percentage of a hull after the discovery of minitu
Regarding the display bug: Last night restarting Galactopedia didn't help so unfortunately I'll have to run it on a seperate computer from GalCiv2. But I just downloaded both the new binary and source, so I'll se if I can figure out a workaround. If I do I'll let you know.
IIRC you get 100% growth bonus for 100% morale, 25% for 75% to 99% morale, -50% if your morale drops below 50, and -100% below 40, and if your morale drops below 35 you start loosing pop. From 1.1 normal pop growth is "only" 3%/week so it takes a loong time to grow a colony from 500M to 5B There is a cap of +100M/planet this number is modified by your growth-bonuses. So if you have 100% morale on a planet the max growth-rate is 200M/wee
Quit biting the guy. It's not everyone that knows that to get help with a given problem you need to supply as much information as possible. Csurfside, try posting the debug.err file, it will show your PC's stats, and if you are lucky also the cause of the problem you have with the music. Personally I never play games with background music turned on. I'd much rather use that computer power for making the graphics run smother. As to
Ships should be upgradable in planetary orbit, why do I have to do that in deep-space? The ability to examin ships in planetary orbit, without launching them. That is: bringing up the detail screen of ships in orbit.
I have a few tweaks that would make me enjoy the game even more. 1: More info/options on the civ managers colony-screen, production points left to completion, and a progress bar, on both social and min production. production sliders. a status screen at the botom showing the currently selected planets details with the option of focusing/unfocusing production, etc. 2: Surplus production not being wasted but either: carried over, rerouted, o
Had the Up pass the Constructor-speed boost, (base speed 7pc/w) but as it turned out it was a constructor speed-limit as well, I have a fast constructor with a speed 12 pc/w 9 from engines and 3 from bonuses (+1 racial, +1 technological, +1 grav.accel.) when I loaded the game today, all my constructors had a speed of 10 pc/w regardless of engine configuration.
Hi Chris Nahr, great app. I found a bug though I'm not sure its an error in your code, XP, my videodriver or .NET. What happend was. I started Galactopedia (GP), then started up GC2, swaped in and out a few times, to write a post on the forum, at some point I resized the GP-window. I then closed down GC2, and started swapping between FirFox and GP, but now the description window was blank each time I went into GP, to get the window to update I had to r
Noticed that it takes longer to upgrade from Intensive Farming to Advanced Farming then from Xeno Farming to Advanced farming, furthermore both Intensive farming (cost 10) and Advanced Farming (cost 150) gives 8 food. Farming improvements: Name Cost Prod Basic: 50 4 Xeno: 100 6 Intensive: 10 8 Advanced: 150 8 <t
I don't know if this is a bug or an undocumented feature, but there seems to be a hard limit of 15 on sensor-range, I made two cargo hulls into sensor ships, one with 12 Mk III sensors giving it a sensor-range of 15, the other had 10 Mk IV sensors giving it a sensor range of 23, but when built, both ships have a sensor-range of 15.
Did a test on miniturization, only some component types are affected, when a ship gets more space due to miniturization, components that vary in size relative to the hull size gets enlarged relatively to the new hull size, rounded values, while components that are independent of hull size retins their original size. As a test I researched a +15 miniturization witch enlarged my cargo-hull from 68 to 77, at the same time Sensors, Sensors Mk II
One more bug, I installed the CE-pack after applying the beta 2 patch. Now the game CTDs each time I try tyo load a pre CE game, the variouse screen changes (at least Ship-editor and planet screen) are messed up, and unused social production is no longer rerouted to military. In the ship-editor I noticed the following: The rotate dials show up, but has directional arrow and no effect, and the list of installed components is missing. On the planet screen the rerouted arrows
If you left click on the "completed project" icon to the right (The little round blue icon that pops up when a project is completed), it will open up that planet screen and I think it also will center the map on the planet. I know, but I still keep dbl-clicking on the items in the summery list, and then rem
I just downloaded Beta2 and played it a bit. So far I have found only two bugs, one was reported in some other thread, but is related to miniturization. When the miniturization-level increases and I press update on a ship design, I get a number of free spaces depending on the hull-size, then if I want to replace a component by an upgraded version I lose some of the free space. An excample: I made a transport-design with two troop-modules, t
If the beta-patch does not show in SDC (Stardock Central) check the "Show pre-relese versions" checkbox. If it is checked (as mine were) uncheck it and check it again.
Strange then why does it not show up under shareware in SDC? It is listed under purchased products.
Trial? As I understood it is a free version. Can't find the link to the forum post that linked to DesktopX, but I seem to remember tat it was Frogboy who wrote the post.
I have downloaded and installed DesktopX from a link in a post on the GalCiv2 forum. The link was to a stardock page. Now whenever I starts SDC I get a message to upgrade DesktopX to the newest version 3.19[b].002 (the version I have is 3.10), but if I try to do that I get an errormessage, telling me that no registration information for DesktopX was found and asks me if I want to purchase a lisence. If I press yes, I get to a purchase page w
Pressing the Load button without having a game selected in the save/load dialog, causes the game to display a no game selected box behind the save/load dialog, so it is not visible untill the save/load dialog is closed wither by loading, saving or canceling.
Resizing engines sometimes causes them to rotate 90 or 180 degree and jump 10x in size or so, looks quite fun: