RemingtonRyder

RemingtonRyder

Joined Last seen Member # 2197899
7 Posts 434 Replies 29,808 Reputation

Rally points do work but you need to turn them on for the planet producing a ship that you want to fleet up. You can also use the governor screen to tell planets with no rally point to send ships to a particular rally point, or change the rally point for all planets producing a particular design. When you create or edit a rally point (RP) you can set it to Fleet. This means that when ships arrive at the RP they will join up with existing fleets if there is room, or create

6 Replies 10,461 Views

Now that I think about it, the auto-designer might not actually show all your components visually, preferring instead to leave your designs relatively uncluttered. The sensor module and life support module are probably cosmetic if you're not seeing any benefit and they don't actually show up on the ship when it's been built - there's a Details button for ships (not the designs) you can push to see all the ships stats and installed components, taking into account

10 Replies 16,747 Views

Here's an example you can use. Note that you do not have to edit raceconfig.xml to add custom races. You can save them like this one in the Data\CustomRaces folder of your current mod folder, as an XML file (not raceconfigxml extension). Initially your custom race may not be available for the human player to load in at the custom race creation screen, until they are customised on the opponent screen. The game has to generate a raceconfigxml file (basically a wo

1 Replies 4,284 Views

There's actually an Internal Name box on the tech tree editor as well. I agree with the assessment above because if you look closely there are five debug messages related to race creation - specifically, looking to see if there are any custom races to throw into the game. But at the point where you would usually see this... Debug Message: Creating Random Map... Asteroid Fields Debug Message: Setting Game Options Debug Messa

29 Replies 36,522 Views

You don't have to delete your custom races, but you may have to adjust them by hand (use an XML editor or Notepad, they're just text) according to the mod you're using. Specifically, if your race has a list of techs that it gets at the start, those start techs might not be valid. I don't think that's what is crashing the game, but what could be a problem is if the mod and your custom tech tree create a circular dependency. What I mean by that is that Tech

29 Replies 36,522 Views

Basically when a research project is a dead end (there are no projects which require it as a pre-requisite) and there is no possibility of beakers carrying over, I optimise to have research done in a whole number of turns. When there is another project after, then I can optimise for military without worrying about exact turns.

6 Replies 12,308 Views

Your bonus for that planet is only shown on that planet. Don't worry, you are getting the full 30%. To check that, take your planet's manufaturing (mp) number, take the percentage of that according to your sliders, and then add on the extra 30%. If you have social production being transferred over to military, add that on too. It should correspond to the number you see for military production. However, any social production carried over to military will

84 Replies 282,427 Views

Not really. No more than usual, anyway. At the very start there's very little aggression because nobody has any military power. However, yes, a number of races are set to the Terran AI which builds lots of ships. You do need to have a military to stay alive, but you have plenty of opportunity to be first in the arms race. When changing between mods you need to clear out (or back up) the raceconfigxml files for the existing races from your save game folder.<

29 Replies 36,522 Views

It's probably a result of merging two different techtree mods. It's not just the individual tech trees that have been modded, but also the main TechTree.xml which contains the techs common to all races. At present the advanced level of the colonisation techs are set to require 'AdvancedColonization' which does not exist in any of the racial tech trees. You'd be better off picking one of the mods and working from there, in my opinion. </p

29 Replies 36,522 Views

Sure it can. You're scrolling around a big galactic map at a moment's notice. With Skyrim you're only seeing a small part of the world at any given time. Tricks like not rendering the far side of a mountain because the player won't be able to see it from this side don't work. There is a gradual accumulation of data as a game of GalCiv progresses, each ship adds to the overhead, and on a big map the number of ships can get into the thousands.

15 Replies 20,737 Views

Well from what I remember, one of the problems with continuing to write updates for GalCiv 2 was that it would need to be migrated to a newer version of Visual Studio or it would be necessary to install an older version of VS and run it in a virtual machine and, well, imagine trying to test and debug the game inside a virtual machine and you get the picture. I have no idea if the code was ever migrated or how the virtual programming went, we got a 2.04 update since then but it only al

1 Replies 4,009 Views

Yes. There's a checkbox for each colony to turn off auto-upgrade. Disappointingly, it's always checked by default. Personally, I tend to stagger upgrades. That is, I will happily run a tier 3 alongside a tier 2 or tier 1 building until I'm ready to upgrade them all to tier 4. If I'm desperately short on tiles and need to build something else I will demolish the lower tier building rather than using it in an upgrade, because the more times you up

4 Replies 9,892 Views

Well I didn't intend for it to turn out that way, but the way the AI approaches planetary building spurred me to take drastic steps. These steps curb its tendency to spam many structures and then deal with the economic meltdown by raising taxes and dragging the production slider to the left and living in denial. So instead yes, both AI and human player have very few structures available to build to begin with and slowly unlock more through research. I will freely adm

507 Replies 1,010,399 Views