...more like a hundred. Usually when this event rolls around I don't need any fighters, but as it happens I needed some since the Thalans were getting pretty good at wiping them out. And that meant I was losing ships that usually had fighter cover.
RemingtonRyder
Check out StarTypes.xml - if you give a custom star the same internal name as the race's star, you can pretty much set it to any of the defined colours. You should find the default file in your Dark Avatar install folder. You'll see that Sol is already set up.
The Mod Library requires a few little bits and pieces that aren't required if you're just posting a mod on the forums. And the forums are actually working for the most part.
Yeah, you can totally do that.
One trick that I think works is to fluctuate the AI value up and down along a given branch of the tech tree. This tells the AI to make certain techs a priority (for example any weapons or defence tech which unlocks a more powerful component) but makes them to change back to doing something else afterwards if they don't need the next thing on that branch. It decides what it needs based on the category given to the tech, but obviously this isn't exactly foolproof.
The strategic display is still available, just click the triangle to the left on the mini-map (next to the zoom controls).
Well if nothing else, it's nice to have a digital version available. I had a problem with a retail version of Sims 3, but after registering the game online I found I was allowed to download it using EADM. Excellent!
Good job. I'll try it out next chance I get!
From what I've gathered, you don't necessarily need to add an entry to TechTree.xml to make it work. Just the specific race tech tree you want to affect. The tech tree editor does this for you anyway if you edit a particular race's tech tree.
Well, the thing you should bear in mind is that if you buy digital, you're cutting out the middle retailer. Retail means that digital downloads need to be set at a certain price, otherwise the game doesn't get stocked at those outlets. In essence if you buy digital, you get nothing extra, except the warm fuzzy glow from sticking it to the man (retail). Though to be honest, the ridiculously slim shelf space means that retail probably won't make as much money for Stardock ri
Well I certainly never came to the modding scene all bright-eyed and eager. I knew from modding a few other games that it wasn't going to be easy and that some things are not always doable. It's fair to say that fixing and finishing those aspects of the game which lack is a strong motivation. When I can play a game against the AI and think 'Hey, those guys gave me a run for my money!' then I may stop and say it's done. In the early game it seems that the AI can now p
Yeah, mods are still alive and kicking. With ToTA at least, there are mod tools available to do some of the tedious XML tasks (look in GalCiv2\Twilight\Tools). It takes a while sometimes to add new wrinkles to them. Especially when your hard disk dies and you have to start from almost scratch. To give you an idea of how active things are, the newest mod that I made (Space Weapons Fix II) was downloaded 32 times in the past ten days. That's pretty good conside
If you destroy the colony it's on after invading, you deprive your opponent of the sensor bonus, but you get to keep it forever.
Well I've been playing the new mod and well, it really is good to be Good. Though the defence modules take up more space than they did before, if you're fighting against unaligned, Neutral or Evil civs, you have a bit of an advantage early on if you get the Arnorian Battle Armour, for instance.
Your Weapons/Attack bonus is applied as a supershot which only affects the first shot fired by the first weapon on the ship each combat round. At low Weapons/Attack values you won't get much mileage out of this, when you have lots of mining starbases on military resources it can mean a win on the first round due to the massive damage it inflicts.
However, when you run the screen mod install you must point it to the right folder in your GC2 installation, GalCiv2\Twilight\Screens , otherwise it won't work.
Yes. If it's not in their tech tree, they can't research it. However, unless you play with tech trading off, they can still obtain the tech (and the weapons) unless you specifically forbid trading that tech. You can make new improvements and components. using the respective editor. You'll want to edit a copy of PlanetImprovements.xml and GC2Types.xml respectively to do that. It takes a bit of practise to get the hang of them, and a bit of knowledge too.
I've added a link to an updated Space Weapons Fix mod that I came up with tonight. Check out the original post for details.
It might have changed, I do know I couldn't get it to load trees in the English folder at all.
There's actually an Add new... button in the tech tree editor, so no diving into the XML files is needed I guess.
Modified tech trees go in Mod Folder\Data\TechTrees\. You don't need to include unmodified files as the game will read them from the install folder. You can create a new technology by modifying the XML files directly - just clone an existing entry and it'll show up when you next open that file in the tech tree editor. You can then modify it so that it appears at the right place in the tech tree, and has the right branch/category/AI value (this affec
Yeah it is a bit much. Not that Nightmare Torpedo isn't pretty good in terms of bang for bc, but while you're getting there you aren't advancing your hulls, defence technologies, or anything else for that matter. And because for the most part the AI likes to stuff ships to bursting, you can be sure that its first ships with NT launchers are going to be hellishly expensive to build, and it doesn't necessarily have the infrastructure to crank them out quickly. Of course if y
I think that one of the things that keeps dragging down the specification of PC that developers have to target, are budget or refurbished PCs. Take this for example: Now I probably shouldn't throw stones when even my PC is fil
I agree that a bugfix-only mod is a good idea. But the other mod should be the full works, otherwise your average player has to sit and merge XML files by eye. ;)
I used to play LOTRO by quarterly subscription, but it was expensive to keep the subscription going over the course of a year. Now that it's F2P, I can buy what I need (read: quest packs) when I need it, and I don't have to login every day of the month to get value for money.