Well said [e digicons]k1[/e]
MrKorx
Just meant for my coutry. Still leaving occupation forces on our territory, through NATO, and huge military bases are being key stones to illegal US interventions, also medical support for wounded and providing airspace make my county a US war slave. I would like to see my country neutral and "block-free", but they did not want this... and as a bitter irony, our current chancellor in a captialist coutry was former actively in propaganda function for the communists... omg... P
May be, you wouldn't find it that funny, if you where standing 20 years ago in a 1 million crowd, with the fully armed military waiting the order to shoot... fortunately, history tells otherwise, and now the "communists" are gone.
What is so so often praised civil liberty worth, if you can't afford it? I guess, if one probably needs a new kidney, the he can well be without civil liberty. But what me also constantly wonders, since 20 years, what a strange picture the "west" got from the former "east". I do not see any tendency for any sort of "revolutionary" movement in the west at the moment, though als sign show toward it globally.... I can proudly say, I was part of one... just to find out, that both si
To Cuba, also Vietnam, I can say, they got a very good part in education and traing from us, the former GDR. Which pays off now. For Cuba, one of the best medical systems world wide. One can only imagine, what the could achive without these foreign bondages. The couselor of Chavez in also (east)german ;) And ... democracy should not be connected to any economical system, if it is supposed to work as intended and invented. Officially, the former eastern b
[quote]for example Cuba was just yet another country, but once it turned into Socialist, USSR gave them so much support that USA fall into panic and dropped the trade embargo on them. if USSR wouldnt fall, Cuba could of be a very powerfull and rich country today.[/quote] Its rather more, if the US would cancel the still in place embargo, as the United Nations wish, except these three coutries... then they could freely develop and compete.
Well, I tend to believe, being born and raised in a "socialist" country, and since 20 years, tasting "bitter sweet" capitalism, both are evil, with the personal favor tendency towards socialism. I think capitalism, causes and raises greed mistrust and rivalry between human beings, which is bad, somehow very destructive socially and culturally. Socialism, as a stage towards communism, has never been practiced yet either, nor it will ever. It will stay a nice utopy, it would requier cen
Neilo You need to search for the "join group" button, in this case galciv2ideii betatesters group, somewhere at i-mod, I think its tricky to find [e digicons]:rolleyes:[/e] I'll approve you, since you also get access to the bugtracking system, and you'll receive a PM at i-mod with login details ;)
Zyx You also implement root objects in your mod, you can't avoid it, in terms of tech_requirements. I just mean all objects with no tech req or dependancy and the hardcoded techevents ;) I really don't know, if sven finally sorted the connection trouble out, you may contact him directly. Neilo if you want, you can join beta testing group, and get access to the latest available version. I had too much work overload lately, s
I think, the whole capacity modules thingy goes deeper than just changing their max limit. These Modules are attached to the 3 starting ship types in sandbox games. You also cannot alter these ships ID tags, basically you need to leave them as they are, when creating custom ship style. Anything else, produces a crash or invisible ships to you or the opponents. As a side note, same goes for eg support modules, the "root" or parent module will not get overriden by a modded one.
You should not alter any file located in the TA install folder. If you want to change something, aka mod s.th. , you should create a named modfolder within the Mods folder, if the mods folder does not exist create one with TA as parent folder. If you want to dive more into modding, or want to study a quite complex race mod and how it is done, you can download my custom race mod from the library ... <a title="Asa Race Mod" href="http://library.gal
at Soul1000 I sent you a PM at i-mod. Unfortunately, I had to delay public access, due to heavy work at office. No time left at the moment. One note, the IDE does not have a gc2types editor, since all editors in the IDE are meant to be supplementary to the offical SD editors, available with TA. If I get you right, what you want is not possible, once defined values for weapons/defenses you cannot alter these xml based values when the game is runni
What about the names of the topics(name attribute of one topic)? Did you leave their names or did you alter them? Since I have not tried it myself, but it might be possible, that the game expects the exact topic names as they were defined by SD. Could it be, that modding conversation and flavortext can only be done by altering existing topics rather than adding new ones?
http://library.galciv2.com/index.aspx?m=778
So whats the raceid for nolor? tray to set it like this [code="xml"] 15 Text your raceid 10
Generally as for flavortext.xml and gc2_conversations.xml... this is the xml schema(no records in it) for them... <v
Kryo, is it possible for you to remove the posts, since I've taken the old version offline? If not, can you create a new sticky thread for me please and delete this one? Thx in advance. [e digicons]:)[/e]
You need to create some StarbaseModules as well and assign techrequirements for them respectively. If you want to unlock the core modules, you must have the same techs in your techtree as assigned by their techrequirements. I'm going to release my GalCiv2IDE II in February, which includes a StarbaseModulesEditor, by the way :)
Their big advantage is planetary development coupled with powerful ships, starbases and diplomacy/influence [e digicons]:)[/e] It thought the asa are slightly overpowered in 1.9a, due to their fortress like ship classes ^^ they breed their best ships on one special planet with appropriate buildings. Generally soldiering is quite strong. Asa are designed to be defensive in nature, but have a few other options as well. If you research ethics and choose evil, you'll get eg. spor
The point is... they are simply uninhabitable, except for evetually some special event during game progress [e digicons]:)[/e]
http://library.galciv2.com/index.aspx?m=574 Why isn't the insert link button active?
Well thats true, but I doubt it would be that useful in a gameengine, if you probably want to have a strongly typed object holding some related tables, then it would not help you very much. Sort of dynamic tables is not nice to have, if you need to retrieve data and you don't know what the columnname is, eg xml tag name. Ok you can always convert from string, but performancewise this could be a memory killer.
Well, I think , it wouldn't probably be a good thing to implement ingame, since using xsd, all modders were forced to obey the schema rules, thus the gameengine would not be that error tolerant anymore as it is now. It even reads/or ignores invalid xml tags at the moment. But its a different matter on that concerning moddingtools. Generally, if you are interrested, the underlying dataengine of my new <a title="GalCiv2IDE II" href="http://www.i-mod-productions.co
There is no option to get the customplanet.xml into the map. This requires changes in the games source code. I could implement your request into the galciv2ide, however the created map would load, but all texture assigning tag would be ignored, hence no textures to display ingame, just the default.