Hey AdmiralZ. I will have more small ships now that I can turn these things around in a shorter period of time. The Akira has been a pain in the ass. If i can get one looking good, then I will include one. Sign up for email updates and I'll let you know if I put one out. -Brian
spleeze_
Aedaric. The intrepid is comming up soon, just hang on for a bit longer! danielost. What is an onex? The "real" enterprise is 1701-D from TNG? That is a galaxy class ship, which is in my table above. If you mean the original 1701, I did not include it because I seemed a bit too old, if you know what I mean. -Brian
When they are all finished, is my plan. I will release them all as a mod. -Brian
It will be modded once 1.2 comes out -Brian
Obligatory bump.
bumpity bump.
The Delta Flyer (Remade) (Click thumbnail images for larger version) <font colo
The Miranda (Click thumbnail images for larger version) <font color="ffff
I'm a little surprised that the "auto-focus on next ship" hasn't been removed, or an option added to allow it to be disabled, since a lot of people complain about it, and programmatically speaking, it should be a no-brainer to fix.
Now that population is much more valuable (1.1), you would think that the whole “loosing the transports after invasions” is unnecessary. -Brian
I bet the game is overheating the card, so an upgrade should help due to the throttling in 1.1. -Brian
*SMACKES EVERYONE* Ok, back to business. Auto-focus on next ship – must….be… removed…. -Brian
This one might get re-done. I would like to see the poly count -Brian
Hey Jeffrey Pinard. I actually do perform a full game restart whenever I update my models. I even started the game twice, and the thumbs didn’t update. I wouldn’t be surprised if, after a fresh install of GC2, and installing the ships right away, everything would show up properly. Also, the ships will be released using the mod architecture, which I’m sure will better accommodate changes to core content. Thanks for the info.
Ack, memory fragmentation. I’m surprised that you didn’t just stick with xml for shipconfig, and use the xml parser you used for the rest of the game files. Did your xml parser really gobble up so much more processor time then the ini parser? On the topic of modding (not really, but…), I have noticed that previously (as in, during initial patches), the ship builder would show the appropriate icon for a new ship hull that I’ve just imported. I could go into the ship builder, click ne
Yes good idea, though I don't think the moders will have the ability to access that setting. -Brian
BoogieBac, thanks! Yes please keep me informed of the progress of the mod framework. I would be happy to do test implementations during a beta. Pnakotus, I had to find a compromise between classifying my ships by overall power, or by hull size. Power wise, the defiant should be a large, but size, it might qualify as a small. Giving the defiant such few hit points (for a small class) would be a poor choice, but grouping it into a large category would be wrong also, as the ship is so t
People have been talking about a double factory purchase for each new colony, to get things moving quickly. I plan on trying that during my next game. -Brian
The Oberth(s) (Click thumbnail images for larger version) <a href="http://bhendel.splicedigital.com/galtrek/oberth/2.jpg"
Kudos! -Brian
Well for me personally, I usually do not immediately colonize the planets in my vicinity. I send my colony ships out to grab planets farther out first, and then later build colony ships to grab my local planets. This way, I get a head start at colonizing those plants that my opponents would usually grab first (since they are –probably- most likely to colonize local planets). This obviously wouldn’t be too smart if you started right next to another race though (as they would gobble up all the lo
When I create mount points for my ships in 3dsmax, I place my dummies on one side of the ship, then mirror them all for the other half to keep symmetry. I guess the modeler at Stardock might take a different approach. -Brian
Well I would like to get a couple of beta testers to use the ships before they get put into a "mod", if you don't mind the extra files in your GalCiv directory. Anyone interested in doing a beta, email [email protected]. The email might take a few minutes to activate, so if it bounces back, just try again a bit later. -Brian
That is a good idea actaully. Maybe I will include internal mount points on each model, in addition to the externals. -Brian
Well, there is already a total conversion mod for GalCiv2 in the works, which I would assume will cover many canonical Star Trek races. I do not believe that I will have the time to cover all races (plus, there isn’t as much source material for the other fleets), so I will try to get a full Federation fleet, and maybe do a ship here and there from other races, though I don’t know how I would integrate them into this mod. I do plan on releasing a “surprise” in the mod though