Why not simply uninstall rubbish sp3 ? Istalling tortoise pays off the taken time to get rid of sp3. SVN for you would simplify things. [quote]I'd still need to know if you will agree with my 64s to 128 replacements suggestion (and, if so... list the definitive new ones here for me) though before i delve deeper into creating the "final" versions. Oh, before i forget, don't mind the 'FoodHarvester1' either, i need to fix it a bit further since there are two accidental glow lines
MrKorx
[quote]XP_SP3 incompatibility somehow or that my own 'personally adapted and hacked specific settings' interfere[/quote] [quote] That`s is why i`m running XP PRO SP2!!! I had the same thing happen to me with other programs Stylexp one of them.[/quote] That also is my guess. SP3 has been released, but it is ridiculusly unstable, better uninstall and try tortoise again. It is no good idea to use SP3 on a production system, I also experienced it at work :( Th
[quote]Oh well, i had just installed Tortoise_SVN (dunno where i got that version, maybe it's flawed since it was into an msi pack rather than a genuine 32bit executable) and it simply screwed all of my context menu handlers in XP_SP3. Fixed back by uninstalling the "thing". It's strange though that a fast regular & conventional FTP access won't work with that server (silly, if you ask me)[/quote] Do you really know what svn or cvs is? The mod is being under source control, that is
Both of you should check often for modifications :d @Zyx Thx for summary so far. Asa is designed to be more a minor at the beginning, but getting more and more powerful, probably depending on your alignment ;) But the techtree is full of means to conquer the galaxy, just a bit slow, well, settled back :LOL: However, I can keep up with tough AI. Concerning the TradeGoods... just create a new TG plus assign a special_id>=12 :) Trying now with extrem
Well, it would 'only' be for asa, right :) @Nasty Have you also done some PI icons? :NOTSURE:
Very nice indeed. You have been granted svn access to the mod, congratulations ^^ I'll create an account for you and PM the login later today :) You would have to install TortoiseSVN or use a linux client :LOL: edit: login PMed
I've reorganized the eco branch of the techtree... now playtesting myself :) [img]http://galciv2ide.i-mod-productions.com/images/screenshots/asamod/eco.png[/img]
[quote]Can't be modded? Hmm... People modded MP to TES3 Morrowind... That didn't work well but they proved it's possible. So why not to this game? But i belive Cryo in this matter, but i can allways wish and hope.[/quote] Then you will wish and hope forever, at least for galciv2. As kryo and others stated many times, it is not possible to mod MP in!! Personally, I don't need a MP, waiting half a year before next turn.
Actually, the prefs.ini gets updated properly :NOTSURE:
Actually, I don't quite get your point, except it was not working. If I clean ..\MyGames\TOTA from prefs.ini & *.raceconfigxml and set up a game with mod, it work for me. Out of ~500 dl, nobody has complained about that, maybe the guys are just lazy. But there is definately no need for a "raceconfigxml hack" anymore, it get auto created. Else to say, finish your game!! :LOL:
@All Since feedback so far is lean, I'll send out v1.9 before I upload it publically. I tweaked so much of PI&TT that I need feedback especially on >= medium maps. Anybody who wants to playtest and also can drop some lines is highly welcomed.
Nowhere, its hardcoded and compiled into the "mega-events bundle". Either turn mega events off, or live with Jagged Knife, Peachkeepers etc...
Yes, the gov icon is nice, just commit it ;) You can commit content as much/often as you want. Terraincolorschemes do not work anymore in TA? [quote]What are you looking for in the terrain ??? Queryicons ???[/quote] yes, we could define unique terrain for the 4 planets, besides I'd love to have PI(query)icons.
Hi all, with some delay, v1.9 of my mod is coming close to a release. There is still work left or things that can be done. To summarize whats done/not done (yet) I'll post a list: 1.mod data dir(almost to completely unique as possible data) -customplanets -heightmaps -invasions -planetdescriptions -planetimprovements(descriptions not done yet)* -politicalparty -a set of ships and templates -shipstyle -race specific starbases are curr
Looks good :CONGRAT: Just commit them :) In repo browser, plz select show log
I cheat for all Tech researched (Ctrl&Shift&R when in [link="https://www.galciv.wikia.com/wiki/Cheat"]cheat mode[/link]), make them instantly in shipyard and save them as template too. Then open with editor of your choise :)
[img]http://galciv2ide.i-mod-productions.com/images/screenshots/asamod/Asgard.jpg[/img] [img]http://galciv2ide.i-mod-productions.com/images/screenshots/asamod/Midgard.jpg[/img] [img]http://galciv2ide.i-mod-productions.com/images/screenshots/asamod/Alfheim.jpg[/img] [img]http://galciv2ide.i-mod-productions.com/images/screenshots/asamod/Utgard.jpg[/img] Very very nice :) Just do an svn update. Could you probably look into the heightmaps thingy, if they p
[quote]Pardon my provincialism, but are you implying that household digital clocks outside the US use what I was brought up to think of as "military time?" If that's so, I hope I can find a good import option when my alarm clock dies.[/quote] :LOL: first I thought you were joking :LOL: I'm going to found a 24h clock online shop business, strictly not for military use. I'm going to be rich, say 280 million people recognize they need a clock :LOL: Seriously, you are not abl
[quote]Another weird thing i noticed; some of the new stuff i put into the PI or TechTree xmls doesn't activate at first try... i must reload a new game and only then, the new values get to be used or validated.[/quote] Exactly what I noticed with the extreme colonization techs, it works without reloading, but say the UI does not update properly, means the main map does not update the little extreme icon say to yellow, but the mini view of the planet does. My guess is a missing dx call
Please, *heavilybegging* , consider making a normal PI with PlacementLimit=1 being an abstract SuperProject or something like this. I would love to implement what I think is a nice idea into my mod, but I can't do it :( If you are interested, have a look [link="https://forums.galciv2.com/316063"]here[/link] please. However, thanks for answering my question, your solution is also a nice idea, btw :)
If you want to create a shipstyle, you probably want to read through [link="https://forums.galciv2.com/310916"]AsaRaceMod thread[/link]. You'll find many instructions on that topic in there, you can also download [link="http://library.galciv2.com/index.aspx?m=778"]AsaRaceMod[/link], and just look at the structure and files. Basically, there is no real difference between placing the ship files into ..\MyGame\Twilight or into any modfolder, except the userdefined tag must be del
[quote]+ FIXED: Arcean planet improvement "Cathedral of Valor" now gives the 33% planetary defense bonus that it mentions in its description. Still working on a solution for the soldiering bonus.[/quote] So you are working on implementing civ wide bonuses for normal PI? That would be great :)
I've done that, as MacMatt said, you need to edit the shipcfg file. However, if you alter, be aware that those changes apply for all races, unfortunately. It is currently not possible, to individualize SB appearance, only a S0_ prefix get detected by the game, and hence you made them look differently but for all races :(
I would have to create a whole bunch of say logistics SPs, since the limit of 1 per empire applies. That is why I want to have a normal PI with limit=1 which can be build on every owned planet, thus increasing logictics by say +2 LP per planet. The result is, a planet can hold/afford/maintain at minimum 1 tiny ship in orbit for defense ; locistics would not be capped by a static value from tech gain, instead it would be only capped by yourself, mapsize and planet-PI-count :) That's the
Yes, but I cant replace say Logistics Tech branch with buildings, the idea is to have sort of dynamic logistics depending on owned planets and PI built :( I also can't make trade much more valueable for the race.