Read through my [link="https://forums.galciv2.com/310916"]CustomRaceMod[/link] thread. There are a lot of answers concerning buildings ;)
MrKorx
However, you saying you chain the building? I read, the bonus for normal PI simply does not apply at all. I tested... Alien Excange Center +1Trade Civ wide with normal PI overall Trade shows still 10% when researched Trade with SP/GA PI Trade show overall 11% :( [quote]All bonuses showed up as they should[/quote] Where? In planet screen it shows up but civ screen say otherwise Are you saying the bonus gets applied if placementlimit=1?
I am counting 4 if I look around I am actively faking and pushing stats :LOL:
Two different looking sides of the same coin...
I read in another post, that CivBonuses for PIs get only applied, when set to SuperProject or GA. I also tested, and it seems to be true. So the question is, is this an intended behaviour? If it is not, I would really like to see the Normal PI not being locked out of it. It really hinders to put some nice PI ideas into action... eg. Say I have a Teleporter Normal PI and assigned +1Logistics and being limited to 2 per planet. If I want to get the bonus, I'm forced to set it up
Concerning the eventually missing Mods folder... You just need to create a "Mods" folder, once started the game and activated mods, it'll create the default mod directory structure. When once clicked on default button, the path should adjust accordingly to DL/DA/TA, standard is iirc ..\GalCiv2\Mods\Default a bit misleading I think. I wonder if that has been fixed, when activating mods, the game also creates a Mods folder, not only the default sub folder.
I'm sorry, I'm too lazy to write it down again... I've had a quite similar problem. Just read through my Asa Race Mod thread and/or download the mod. You'll find the answer in there ;)
Where did you put your custom tree? It should go into ..\Twilight\Mods\your_mod\Data\TechTrees. Don't put it into ..\Twilight\Mods\your_mod\Data\Techs except you want to add techs to the default techtree. Make also sure you assigned a DisplayName and the right TechRequirement :)
[quote]Why not give us the tools and let us try? Unless of course this would require the source code.[/quote] Again, clearly answered... you would need the source code. MP is simply not moddable. This requires a huge change in the gameengine, UI, etc... and at least ~1 year for a whole dev team coding. Such a tool will never exist, since its almost impossible to quickly create a tool with that capabilities. I'd consider it avery advanced tool, in terms of software architecture. Basic
Thx, you were faster, and edit gave me a blank box but your admendments popped up :LOL:
take a look at tech_requirement
[quote]You can already fake a MP game on a single computer by allowing a friend to control an AI. A simple lobby system could make this possible between multiple computers.[/quote] You already answered you own question, easy on one machine but very different in network environment. The lobby system would be the easiest part to code and is just a meeting place nothing much else. All connected players for one game would have to be sort of synchronized before the turn ends. I think that is the
Beautiful Sir Nasty :CONGRAT: :SURPRISED: Next Version... please download and install Tortoisesvn, see at i-mod, there is also a minihowto ;) then we can effectively and comfortably work together. I'll send you a login via PM :)
[quote]...perhaps some kind of overflow error or something. [/quote] I don't think so, my custom techtree is almost unique including costs. race tech trees basically inherit any tech from techtree, if the tech id has been definewd in techtree.xml. If not defined, hence the game consideres the tech racespecific and is defined in a race techtree. As long as you don't alter the id the tech gets inherited, but you can override the tech eg changing displayname, cost etc... race specific.
I can confirm that adding a Path variable to HKLM... for twilight solves the issue. Just restarted impulse and it works fine :)
Try to comment out my custom star or delete ..\Data\StarTypes\StarTypes.xml Do you also get this without any mod? What game version 1.91 or 1.92a? Mine is 1.92a and I can't reproduce your bug, all things working a usual.
Sorry to answer with some delay, I had a quite busy week + euro champs soccer :D This weekend I really need to have a full testing game, I've made a lot of little tweaks, added 2 new techs and did some bug fixes and optimized weaponfx thx to stefan/terraner I just renamed the moons at this point, I've put your one in. No intend to use them as planets. Yes, I'd would be nice if you could add some white at the polar regions. [quote]yeah it goes well with that planet do`nt you thin
BTW, this piece of sentence [quote] ... but I have the source code.[/quote] makes me a bit jealous, admittedly :LOL: Fantastic work guys :CONGRAT:
Arrggh, edit button not showing up... Maybe this will help you as well... [link="http://wiki.i-mod-productions.com/index.php?title=Category:GalCiv2_XML_Reference"]i-mod wiki- xml reference[/link]
Well, I can tell you what I do... To use the editors to their fully potential, you really need to know/look into the game xml files. Then when you are quite familiar with some basic structure for say the techtree or a planetimprovement, you can start a mod... Lets say you want to create a custom race techtree... Best would be to copy an existing techtree and alter it. If you go for copying, you first need to alter all the tech id of some/all existing techs by hand, depending
Sir Nasty, would it be possible that you add some polar caps to the planets? I relly like them, I think the quality/resolution is good, may be a slight increase in filesize? Not sure BTW, now after putting them in, I like the rings in your post #139 :D To better identify the various textures, here is a screen [img]http://galciv2ide.i-mod-productions.com/images/screenshots/planets.png[/img]
[img]http://galciv2ide.i-mod-productions.com/images/screenshots/GC2TA_Asa Of Yggdrasil_1212783602.jpg[/img] Thaks very much :D
I already posted 4 wishes. Here is number 5: Please remove the restriction for starbase & asteroidbase shipcfg. Please allow us to design racespecific starbases and asteroidbases ;p
Unique starbases are not possible. The game seems to only read SB shipcgf with a S0_ prefix, eg. S12_EconomyStarbase.shipcfg get ignored and a fallback to default S0_ occurs :( Meaning you can do different SBs, but they apply to all races.
Hi @ all, I'm back from the baltic see :NOTSURE: Nice planets sir nasty, I really like the green one. More to come later, after work. Phew, 33°C(92F) in city, 47°C(117F) in office, what a day. @Nasty After carefully glancing at the screenshots, I'm really impressed, all of them look fantastic. Great work, I appreaciate it very much, which gonna lead to a special honour for you ingame--just have had an idea :LOL: @Zyx I'll keep you in