Have you checked this against other games? I thought this was a windows problem, like related to how directx needs to work.
syneris
Did some testing of a tech requiring space militarization and xeno engineering, and I did encounter some weirdness. Even after researching both techs, I couldn't research my new tech. Looks like it's time to do some thorough tests to find out what the restrictions might be. It also could just be a user error since I was in a rush to test it before work. Only trial and error will tell us the truth!
are you sure it works syneris? because I tested it too, having a new tech basing on space militarization and xeno engineering. The new tech showd messy as on your screenshot, but as I inveted space militarization, I could already research the new tech, no xeno engineering needed. So I gave it up. With all my tests I needed to research all of t
It says you're supposed to get a +75% bonus for mil.,soc., and res. in a Star Federation. The only thing I think that you get is a +75% bonus to economy since production doesn't increase, just the amount of tax revenue I receive This is "working as intended" as far as i know. From what i've read, goverments were changed but they didn't update t
Can the branches converge? In the previous example I gave there were two branches to the beam weapons tree. The tree branching off into either more plasma or phasors in that example. Can the two lines converge at some later point back into one, at the doom ray for example? I'm thinking you mean something like having an alternate requirem
Unless they changed it to ignore multiple requirements in v1.2, you can have more than one. I tested upto 4 requirements on a single tech. All you need for it to work is additional requirement tags, nothing special. The problem is that the tech tree display gets a little messed up and I have a screenshot showing it @ http://www.gc2builder.com/vtopic-90.html A large tech tree with many techs that have multiple requirements will get messy fast, but it works perfectly you would expect. Crossing cat
I guess that's a no
Anyone able to get textures working yet using Blender?
Also, the universe section of scenarios seems misleading. It says they are 0-100 values with most of them having a range of -50% to +50%. That's not entirely correct. From my actual testing, the value range is much larger and even supports negative numbers. The percentage range is very misleading in that it's not a percent modifier like many would think. For example, a 0 value for morale does not reduce morale by 50% like you may guess from reading.
this should go in the modding forum, yes?
There's a few completely moddable games out there. One of the most popular is called 'C++'. Of course there are going to be limits with any game engine. If you want to make the game of your dreams, you're going to have to bite the bullet and learn a programming language. WTG! I now expect to see thousands more idiots trying to learn a l
For fun I made a test mod in which each race has its own unique tech tree. No coding required. Without Ethics and Governments I suppose.
Where was this poll?! I haven't seen anything other than the 1.11 patch poll for a long time now.
D. not available currently
This is the wishlist put together on www.gc2builder.com for things modders wanted to do with the xml. I was supposed to clean it up and make it more readable, but for various reason I haven't yet. If any of this needs more explanation please reference the thread at http://www.gc2builder.com/vtopic-82.html or post your question here. Unsorted: More robust resource modability. (Adjustable abilities and values. Custom Coloring if possible) More robust event modability N
2) You could give each race its own unique tech tree. All you'd need to do is have some races start out with a given technology that the others do not and have that tech be the prerequisite for others And when you take a planet from them you get access to that special tech tree. You will have complete research access to the tree for anything do
1000 seems a bit high. It'd takearound 40 turns to complete, and by then your tech progress would make it outdated. It'd also give a huge advantage to anyone with a military production bonus.
Yes you need to register with the forums to access downloads other than the main GC2builder application. The site will have some nice exclusive content in the future, and it's a great forum for modders. I've put my custom models on hold until someone figures out how to get textures working ingame using Blender. I'll be working on releasing the version two's now. You can see screenshots of the difference in the versions @ http://www.gc2builder.com/vtopic-93.html
2 more to finish up version 1 (There is no cargo hull for dreadlords) Large V1: http://www.gc2builder.com/vtopic-131.html Huge V1: http://www.gc2builder.com/vtopic-132.html
gc2builder is working on having a script plugin for creatiing custom maps. http://www.gc2builder.com/vtopic-116.html
check your starbase module's data against the documenting i've done of the starbasemodules.xml @ http://www.gc2builder.com/vtopic-24.html If you don't find the error, post the xml or email it to [email protected] and i'll look at it
5? 5! WOW! X-Play does not give out 5's lightly
As of now, It duplicates them (atleast for planetimprovements, haven't tried techtree).
If it can export to directx, then it should probably work too. 3D studio max seems to be the only program out there that people have gotten textures to work with though.
Or you could just bypass retail entirely and offer it direct and not mess with any of the problem and release on your own schedule I thought this was what was planned, part of the free bonus content. You could repackage the expansion in with the game to have a new shelf box that replaces the older one