Okay, after some more testing, I've determined the following: 1. The planet quality ability bonus does not affect usable tiles in any way, except for the starting planet. I've tried this with values ranging from -100% to 900%, and nothing seems to work. Class 10 planets always get 10 tiles. 2. The bonus always works for the starting planet, regardless of how high or low the value is. A 400% bonus on a class 10 planet gives 50 tiles, and a 900% bonus gives the max of 72 ti
Eilarais
Also, while testing this, I noticed that my uncolonized class 72 planet was showing lights on the night side, as though the planet were full.
I changed the starting PQ through the RaceConfig.xml entry, in-game editing was done with a hex editor. 1. Changing a race's PQ rating (RaceConfig or in-game) will always change the class of the colonized planet. 2. A race's PQ rating will only affect the number of tiles available on a planet when the race starts the game on that planet. 3. Changing a race's PQ rating will never affect the number of tiles on a planet that has already been colonized. So starting a
In the manual it states that a civilization's planet quality bonus affects the number of usuable tiles on colonized planets, but this only seems to affect the planet that the civilization starts on. To check this, I boosted my civ's PQ rating to 900%. The starting planet had all usuable tiles, but no planets colonized later were affected. Also, changing the PQ rating back to 0% in the same game did not reduce the number of usuable tiles on the starting planet, so it looks like the g
Sorry about the mixup, the mod was submitted but not approved until today. The link is: http://library.galciv2.com/index.aspx?m=38
I have no idea how I managed to miss that. Anyway, the mod is up under the 'misc' section. Enjoy!
I've made a quick fix that addresses some of the hardpoints being rotated in the wrong direction or facing the wrong way. Is there any place for modders to upload content yet?