MrKorx

MrKorx

Joined Member # 1424512
0 Posts 21 Replies 17,072 Reputation

Do we want to use a svn repo for the mod? At the moment the mod is locally under svn anyway, but I have an unused repo @ i-mod. Thus, you guys would be always up-to-date ;)

277 Replies 550,210 Views

Yes the rings are fine now, maybe a little colortuning, eventually, not sure yet. I want to create a sort of foggy/gloomy or liquid space effects like species 8472 ;) It's really a pity, that special worlds don't really work in homesystems.

277 Replies 550,210 Views

I'm having some days off at the lovely baltic sea, so no mod dev till next Monday evening. The forecast predicts nice beach weather :) PS: I was experimenting with 4 unique terraincolorschemes & planetdescriptions v1.9 is targeted about next but one weekend. I was hoping, that I could include some planet textures in v1.9, though I have no real clou how much time it takes to make some. Thanks Sir Nasty anyway, I know you'll make them nicely ;)

277 Replies 550,210 Views

I'm sorry, since I do not use vista nor I will, the GalCiv2IDE sometimes run on vista and sometimes not. My guess would be lowering/turn off the systemrestictions in UAV.

155 Replies 118,054 Views

@Nasty The HomePQ ability seems to be inactive somehow, the game does not apply the bonus, no matter what value I set :( Maybe, it only gets applied when researched a connected tech? I'll check that... I suspect sth, since HomePQ also belongs to the newly added abilities, which get never assigned in raceconfig ... No success, HomePQ is definately inactive.

277 Replies 550,210 Views

Good question, shouldn't it be 16? I'll look into that and do some testing. Probably , the whole ability isn't really implemented as supposed.

277 Replies 550,210 Views

What mapsize did you play with asa? Because, I made significant changes to PI maintainance costs, so that I'm not gonna be able to massproduce spies from >=turn1 :P It got a lot tougher now, to make surplus. But I usually can only test on tiny and small maps, so costs won't increase that quick, since less planets.

277 Replies 550,210 Views

Well, one can't really see anything. Make more partial screens instead, zoomed in of course. Best practice to eliminate the error is, comment out the differnt branches eg first the diplo ones then biology, computing etc. you got to shorten the techtree to have any chance of finding the nasty creep. I had this once, and it worked out quickly that way. The problem comes from editing the techtre by hand eg renaming the tech_id and then loading it into the editor. the editor can't r

18 Replies 11,420 Views

Well, I just told STK that he should use the group tag andafter that make another approach to making usable screenshots. And the answer to di55ec7ion's question was a simple no :)

18 Replies 11,420 Views

Nice, now I can't make a descision :LOL: [img]http://galciv2ide.i-mod-productions.com/images/screenshots/GC2TA_Asa Of Yggdrasil_1211704648.jpg[/img]

277 Replies 550,210 Views

Did you upload them @i-mod? I temporarily disallowed y the "old" ring, since you said you want it closed. Just tell me if you wish to make them public again ;) You want to keep public status for 1.2?

277 Replies 550,210 Views

well, what I mean is that distibuting a mod with a scenario is the better way of doing it, since it does not apply to the whole game. Tecnically, you almost alter the same lines in the ini as you would add them in a scenario ;) Same Principal as the xmls in ..\MyGames\... I think, thats why SD made scenarios ini file format

8 Replies 5,390 Views

I think I'm going to release my scenario editor with custom/modded race support soon. Manipulating the ini is the second option, but scenario are technically ini file format

8 Replies 5,390 Views

Btw, would it be possible to assign just one starflare to a homestar asd well as say green or purple star texture, not to all? If so, I'd like to implement your starflare. Yes, like some 2 coloured variations of R065.png

277 Replies 550,210 Views

1. Make it so, that a modder can assign some hardcoded abilities to techs triggering an event, eg. UniversalTranslator, GovTechs, OrbFleetManager etc ... 2. Make it so, that a custom race does not inherit techs from the default techtree, when no techrequirement. Same for PI,GC2Types etc... 3. enable spying/Influence(=harder to flip) on minors 4. expand the idea of asteroidbases, as you planned, I think :)

274 Replies 739,857 Views

[quote]One thing to add though, you should not rename the ID of cargo, tiny and small hulls[/quote] Strrike out small hull... information overload :NOTSURE:

277 Replies 550,210 Views

Weekend :) Sir Nasty, would it be possible, that you make R32.png & R32a.png a quite similar structure as R065.png, I like its look!? something like to straigten/disperse the block? Maybe the Ro72 inner block as well?

277 Replies 550,210 Views