Many thanks, I completely missed that tab
Danilo Droghetti
Ok, maybe it's a little too little as font size. I repost with a greater one. I've GCII v.1.53.136, DA v.2.00.104 and TOTA v.2.00.028 (English) - so says Impulse. According to the "Galactic Civilizations II 2.0 Released!" article on the home page of the site www.galciv2.com, the new features include - among the others -
I've GCII v.1.53.136, DA v.2.00.104 and TOTA v.2.00.028 (English) - so says Impulse. According to the "Galactic Civilizations II 2.0 Released!" article on the home page of the site www.galciv2.com, the new features include - among the others - "New planetary governors for automating the building of planets".
In the log event's page are listed only "string not found". Has this happened to anyone else?
My humble apologies to Kryo . He was right: disabling the 'enhanced ship rendering' option in the menu resolves all the problems; I simply forgot to restart the game in order to enable the option. Now the question to the developer is: where do these problems come from? It is evident that they are not the same thing (some parts of some objects appear missing even if the ship has only those parts and the
Yes, someone. Someone who have the same problem of yours (though my PC and Video Card are different) and another not so little, albeit for me, since I enjoy creating very complex ships. As I posted a few times ago, in some cases, adding another component cause the graphic to act in a very original way. Some components (or part of them) disappear, triangles and lines pop up from nowhere to "link" various parts of the ships, the textures change colors, etc. Here is an example (I hope the link
Does anyone know in what order, if any, the planets are browsed when you click on the "next / prev" button in the planet screen? It's not based on the planets' name (which would be a great idea), nor, it seems, on the time you colonized them (from the first - your homeworld - to the last one you landed a colonizer upon, or conquered).
This is an image of a (funny) fish-like ship. [URL=http://i196.photobucket.com/albums/aa220/tarancalimon/GC%20II%20-%20DA%20ships/Skorphan.jpg] [/URL]
Well, the link pointed to an image in which I didn't find a "hollow" fin. Can you illustrate better what you want to achieve? There are jewelries that resemble a fin and have some "hole". You can use them playing with rotations and scaling (but I suggest to use the Kryo's Hull Mod, place a cluster, then attach to it up to ten identical jewelries the kind you like and scale and rotate them like a fan).
Well, CaptainYar, you know? I never recalled having buy that toaster. Would you it returned in exchange of "Advanced Parrot's Cakes Baking"? Thanks Kryo. I'll try.
Damn. Wrong link added. Retrying. [URL=http://imageshack.us] [/URL]
Well Kryo, first of all thanks for your pretious attention to our problems. This said, I've tried another ship, adding jewelrys almost in order (first "my style", then "generic", etc.). I've added two pieces of each jewelry (well, a few times one, a few three). When the *.shipcfg reached 52 Kb and 1078 lines (the last empty as before), on the ship appeared a strip. Here is the screenshot: [url=http://imageshack.us][img=http://img504.imageshack.us/img504/2330/spacejunkil6.jpg][/url]
Well, the aforementioned *.shipcfg file has 1270 lines, but the last one is void
I'm running the last version and I do not have created other custom ships so involved. I'll try. BTW, what do you mean with "line count"?
Last night I designed a custom ship with a ton of jewelry. I don't now how much, but the *.shipcfg file is a 109 Kb one. At a certain point, adding other jewelry makes some other part of the ship to vanish. Is there a limit related to the dimension of the *shipcfg file, beyond which the graphic engine is unable to render properly the ship? Curiously, not all the jewelry I tried to add produced the same vanishing effect, and sometimes was the piece added to vanish, sometimes was another part.
Is there a way to change the look of starbases using instead your own design (I mean a sort of ship created with the shipyard)?
Well, few hours ago I have updated the drivers of my video card (NVIDIA Geforce 6600) to the latest version (ForceWare 94.24). Then I've updated DA via the Stardock Central. Now the Stardock Central reports version 1.59[b].098, but in the lower left part of the game's main menu appears version 1.6 beta 6 (by the way, why this difference?). After that I've loaded the game I was playing: nothing changes, the missing parts are still missing. Then I've started a new game: this time the special s
Ok, I tried. Hope the link functions. [URL=http://imageshack.us] [/URL]
I've installed the latest beta version of DA (1.59[b].097 according to Stardock Central). I noticed that some parts of the ship's components vanished (for instance, the central part of the plasma weapons' barrell). I use the Kyro's hull mod. Has anyone experienced the same problem?
I've installed the latest beta version of DA (1.59[b].097 according to Stardock Central). I noticed that some parts of the ship's components vanished (for instance, the central part of the plasma weapons' barrell). I use the Kyro's hull mod. Has anyone experienced the same problem?
Straight and simple: are there any reasons to upgrade the freighters of your established trade routes to a new version? I mean, if I have a trade route with - let's say - the Paulos and then I research better engines and life supports, that allows me to build a quicker freighter with a larger range, has it a sense to kill the trade route with the Paulos in order to reestablish it using the new freighter?
Yes, I know that you can see the real power of Power Plants when you build something and focus accordingly your production. What I meant (my apologies if I didn't explain it well before) is that I expected to see some little differences even when building nothing. This is the reason because I do not fully understand why focusing the social production on the two planets resulted in a greater value on Beta, which haven't the power plant. Anyway I conducted another "experiment" with ECO 08, a class
I wonder if these considerations are true. I think the utility of power plants depends on the global value of the planet's industry. First of all, I go to the summary screen and check my industry's mp. Then, if I have an open tile and if the bonus of the power plant, applied to the industry's mp, is greater than the increase I could get building my current level of factory on that open tile, then the power plant is worthy of building (apart from the problem of the maintenance fee).<b
Well well well. Is it an impression of mine, or here someone is suggesting to introduce in GC2 some elements of MOO2 (and, perhaps, Master of Magic - remember the Mirror plane?)? Since i consider MOO2 and MOM two of the better games I ever played, I fully agree. But let me notice that, when I posted (quite a while ago) a few consideration (if you wish, you may search the "Delusion" posts) about how some features of MOO2 would have made GC2 a funnier game, a lot of people blamed me (albeit c
I started a new game after having deleted all files in the "ships" folder and copied in it a set of personalized ships (Yor style) created before updating to the new beta version. In the game I chose the Altarian race, modifying nothing apart from the ship's style (naturally I selected the Yor one). Then I reset the mod's folder in order to force the game not to use the example mod. Until now all is going well and every ships I created in the game (even upgrading the old models) has its XML