There haven't been any new files added to the index since 2009. Sorry. :( That's why the more recent mods have been hosted elsewhere and linked from the forums.
RemingtonRyder
I've tested version 6A to check that the Zylon and Yor tech trees are okay, and I've posted the new version at the top. :)
Any chance that some of the issues with Windowblinds have been resolved? Like the annoying titlebar skinning in GalCiv 2?
The test game has been interesting tonight. First of all, the economic boom (which seems to have been going on for years) finally ended, which left the Drengin at a whopping -9000bc per turn deficit. They had to scrap a third of their ships to get out of the red. I also finished absorbing the Altarian Resistance with my influence, and I've now got some serious firepower to go after the remaining empires with.
[quote who="FitzGC" reply="481" id="3417303"] I've just started playing the game, so I doubt I could give you meaningful feedback.[/quote] Fair enough. :)
I was going to get someone to test out the mod but I guess I'll just throw it out there and see if you can break it, as usual. :)
It's basically an Eyeball Mk I problem. When you stop looking at something bright, even in good lighting conditions, and then go somewhere dark, you will see an afterimage. Your night vision kicks in but your 'normal' vision takes some time to cool down. That's why, for example, glare is a problem when driving at night.
Look in the place where the game is installed (with Steam you may have to drill down quite a bit) - it's in the GalCiv2\Twilight\Tools folder.
[quote who="DMF" reply="710" id="3417176"]Also, is the Yor super-ability speed limitation changeable? 3 speed is just too slow. [/quote] Not that I know of. In my current game setup, I play against the custom race Zylons, who have much the same tech tree as the Yor but have the Super Warrior ability instead. Personally, I don't think that Super Isolationist helps the Yor very much.
It's possible to alter the look of a site with an extension like Styles Tuner, if the white on black is killing you. It would kind of help to know a bit about CSS though. Otherwise you'll be 'blarg, why is that black on black?' ;)
If you can't seem to get thumbnailing to work, click the HTML button and enter before the img tag for your thumbnail and afterwards.
I suppose I do, actually. I have Psyonic Missiles and Shredders. The Drengin? They're working on Particle Beams II. :D Fortunately I don't have to worry about going to war with the Drengin, because they're my allies! Well for now anyway.
The Drengin sure do slow down the end game with their military. In my test game they have 3248 attack ships, and they're paying out 18882bc per turn in ship maintenance. In contrast, I'm fielding just 404 attack ships and paying out 2252bc per turn to keep them.
Arcean survey ship design: Lightning-class Arcean frigate: Arcean Vega-class medium range escort, armed with two Mk II fusion beams. <img src="http://cloud-2.steampowered.com/ugc/
I give up. I'm going to come back to this forum in six months or something.
Yes, everyone knows that sarcasm is the ultimate energy source.
One thing I can do for the Yor/Zylons is give them a unique line of research buildings. They get the Research Co-ordination Centre from Research Academies, which unfortunately is a much less efficient use of a tile than their Cybernetic Matrix. Yes, it does give an extra boost to their research, but they're already having problems with tile usage since I allowed them to use as many Collectives as they like. I want them to be more efficient. :)
Minefields are a huge waste of resources in space. It would make far more sense to disperse some nanobots that are attracted to large energy signatures and can paint the sneaky ships onto your hyperwave sensor grid.
So I guess if the original poster was unfamiliar with the term 'dogpile' they sure are now. :P
One of the things I'd be interested to see in GC3 is that when you mod an existing or new tech, the cost for it in-game is determined on the fly according to a few factors. For example: ability bonuses on the tech, new components or buildings made available, the existence of similar components or buildings, and any racial competencies or penalties with that particular type of technology, as well as the usual modifiers for galaxy size and game pace (tech speed). You might r
Everyone has their own particular preferences and while the vast majority of players might prefer to have weapon sounds, some might not. Personally I found some of the weapon sound effects in GC2 so annoying or loud or quiet that I had to change them. Your auditory mileage may vary.
Well you could still have internal sounds - because if your ships have atmosphere you can hear what's going on inside them - but in GC2 at least you wouldn't be able to pick out an internal sound at random and play it when there's a weapon impact. It would be the same sound each time a particular weapon is used.
I know, it's just that typically I tend to find that it's a while before they get around to it. I guess I forgot about the bonus on the tech.
The Altarians have a late-game building (the Dark Energy Lab) which gives them a significant bonus to Weapons. This effectively cancels out the penalty. But you're right, until they build it they're at a significant disadvantage. That's why, when you're setting up a galaxy with Altarians, you should always have a race in the mix which shares their alignment so that they can use their Super Organiser ability.
It's possible to mod this in GC2, so I imagine you could do the same in GC3.