[quote]but i just want to point out tibet is the only country in the world that is occupied by a foreign country[/quote] Huh? Iraq, Afghanistan, Palestine, in some way (still) Germany...
MrKorx
Well, this is a typical example of western orwelian double speak. Whats about the ~1.4 million civilian deaths in Iraq since the invasion in just about 5 years of the "won" war? One could argue, that the US should get expelled from the olympics, being the active keyrole in two aggressive wars and its connected warcrimes. And no, it is no cooincidence, riots seem to be appearing in the pretext of the games. I guess, CIA foreign branch got active again, executing some "cold war" mission, a
[quote]As soon as it's on the library i will give it try... assuming it's for DA?[/quote] No its purely designed for TA, I'm sorry. However, I want some people testing before uploading it to library. [img]http://galciv2ide.i-mod-productions.com/images/screenshots/screen.png[/img]
I'm looking for some people who would like to test my cutom race with its unique techtree, PlanetImprovements and starbasemodules for balancing purposes and suggestions.
In beta 6c the closing "Disease Cure" biology tag is missing :P
Using the latest beta 6b, I'm still experiencing some strange ingame AI behaviour... This has already been posted I guess, but still... GameSetttings: Small Map, 5 opponents(terran, drengin, korx, altarian, torian), with/without mod 1. If I start a new game, meaning starting TA from windows, the chance is high, to get the terran, altarian and korx AI working, ie. they do not only build spaceminers but ALSO warships... Starting a new game from within TA(2nd time), there is a
My Arnor-CustomRace plays quite well with its unique techtree and buildings. Some more balancing, some new starbase modules to add and I may upload it. I'm setting up some ethical aligned techs at the moment--its pure fun, thanks stardock :)
Wait until TA has been released, and I'll release my new tools ;)
Yes, it works that way. The game recognizes a say Arnor_TechTree.xml being internally tagged "Arnor_TechTree". This is what I needed, and it shows up when assigning a techtree :) Nice!
The following scenario raises a question: I want to create a Planetimprovement and its necessary Tech for a CustomRace. Basically I want to create a race highly specialized on Biology/environmental control, colonization etc... I don't want to know, how in xml terms, it can be done, rather where in to write the data. Will the game recognize, say an as internal tagged Custom_TechTree? My guess is no, since no CustomRace_TechTree.xml exists. I would love to be able to create a
Whats the trouble with the dataeditor? A completely new version is on its way, but not before TA is out.
Have you installed the omega-mod2.0 as the readme says? Since I don't use the mod, I don't know where to get it. The link you posted refers to an addon to the already existing mod. Just a guess. Edit: Your title says you can't find it :o -- well its been a long day.
I found 1 probably 2 bugs. The Insterstellar Refinery PI needs a spelling correction in InterstellarRefindery.png removing the "d" in Refinery ;) The MerchantEmporium should have a Barter Station tag?
You may be right, and I'll do that over the weekend.but still I think, it is not best solution to hiding, since the crystals description says "build a Sb on me" and you can't see the stars stats. However, Iprobably wasn't thinking enough before posting, and everybody has got a good laugh into the weekend :D
Lol, if that is an intended feature/behaviour , then it very misleading ;) and it should be displayed/indicated differently
I want to report a first bug, fortunaly after some 10 turn in a new game... It seems that, the position of a ascension crystal does not take into account already occupied coordinate points aka parsec. In my game, I clicked on a newly discovered star, and it gives the ascension description, leading me to think "under" the star got a crytal generated and placed. Maybe there is something wrong with the generation order? Just a guess... If you need the savegame, let me know... I've uploaded th
It's 2:21 here, and I am heavily awaiting the next beta concerning my development on the GalCiv2IDE :d Good night * meanwhile dreaming of the customrace/victory condition implementation* lol
@OldFartAtPlay Unfortunately your post shows to me, that you have a wrong understanding of a development version being tagged beta. Seriously, a rather prefer a "its done when its done" approach. The developers are not obliged to any schedule for betas, as long as customers, who prepaid TA, get the release version. See it as a nice feature that they put up their many betas, which is better than some other companies, charging people for their "release-beta", and again for a definate add
@Flash As far as I know, customplanets have been deactivated in DA/TA maps, so you won't be able to setup eg. Sol system. Maybe it gets activated again in TA?! If it is already activated, maybe Kryo can jump in then by answering. @Greivous Just run setup.exe and start any editor, if you got problems with setup, let me know.
What do you mean by handle asteroidfields?
I have to clearly state yes from, it is easier with TT on. You can leave out researching military techs, and just by mil techs from minors. In my opinion, TT speeds up climbing the techtree, because the AI also buys/sells techs, thus spreading techs. Playing without TT, avoids being confronted with enemy ships carrying multiple weapon/defense types, which I contrarily find easier to handle at the cost of quick money. It also makes you think twice, before building PIs
Last game, small map, few stars, I was able to beat the 3 AIs with thalans on challenging, though I didn't set the Drengin or Korath, just the Korx, Altarian,Arcean. I copied the strategy from the AI, I won through Influence. But the Altarians gave me a hard time since they also seem to go for influence, and i didn' have Starbases to counter, I had to conquer some planets. Basically I think, the thalans need some food source, that why I temporarily modded a farm in, its capped to 1 per plane
I noticed, when playing is thalans lack of soldiering and farms, which got me into big problems defending my worlds against drengin or other evil races, since no defensive is available. Thats why I simply created a thalan specific farm, its the harvestor copied, I called it MushroomFarm because they are ant like :)
When a Terrorstar just got finished, it supposed to get mobilized and not supposed to move. However, if you fleet the yet to be mobilized TS, then it is able to move with the fleet. I would call it an exploit, which should be fixed easily. I was playing on latest beta.
[quote] Actually we all don't agree. I believe this is precisely what should happen. It's the easiest thing for the devs to implement, and thus the most likely thing to actually happen. It would bring the starbases on into the endgame, and that's really all that's important at this point. The rest can be categorized as "would be nice if". The starbases not being viable at endgame is really all that's "broken". [/quote] I was thinking, we talking about some hardcoded SB chan