I am trying to figure out how to change this. The two weapons that annoy me the most are the Graviton driver (the space amoeba look doesn't help either) and photon torpedoes. They move so slowly that battles are decided before half the weapons hit. Here's what i've discovered so far \GalCiv2\Data\English\GC2Types.xml seems to be the file to modify, but the data for the weapons is not consistant. Example code: I had to change < to [ so the forum wouldn't try to for
Breniir
Your PC will take a hit in performance though. Launching a ship from orbit or creating /disbanding a fleet will lag a second or two depending on how intricate the design is. By no means a game breaker, but you may notice it.
That's a great idea, it gives you relevant information at a glance, and you can dig deeper by looking at it's fleet info (or the fleet manager in 1.1). It would have to be a suitable color to see through all the race colors. Also, they probably need to make the fill color more transparent (when you click on it to move / launch / join a fleet).
The Thalians sell thier first born child to the computer. SInce they're insects, they have 5959696055 children, so it's not a big deal. I had a research related boon last night... Korx on a gigantic galaxy, painful diff (I think). I had about a dozen colonies so far, with maybe one or two 100% research bonuses (the red triangle). Land on this size 15 rock, and behold: two 300%s, and 2 100%s. The tech capital didn't do as much as I though
Having individual modules for hp / repair would probably take too much tinkering with the AI to be even considered. I like the idea, but its just not that feasible. It might be easier to expand the tech tree to include more hit point and repair techs, although they would need to better define how repair works. Is the percentage in your civ stats a % of the ship's total hp, or is it applied to a base number, perhaps modified by ship size? I think it
After reading this post I came up with an idea or two. While I don't like the idea of completely removing tech trading in the games I play, having the option never hurts. I also like the idea of using relations to effect trades. You might get a good deal rom an ally, but the Drath who hate you are going to rake yo over the coals for a tech trade. Here's what I was thinking with tech trades: We all know the tried and true moral question
My understanding is that miniturization adds to the space units that are available for that class size. The construction research line, large-scale buildings, for instance, adds new ship sizes. I also noticed that some hull shapes opened after some of the factory techs opened up.