syneris

syneris

Joined Member # 2398495
1 Posts 3 Replies 652 Reputation

An interesting range of replies (no I didn't forget about this thread that I started, just didn't have any comments). It seems a lot of people like the way it works, and it's balanced around that system (for the most part). Thanks for the feedback and discussion on it. The solution for my mod with the current system is probably just some adjustments of componen

20 Replies 15,849 Views

The AI only uses the shipcfg designs in Galciv2\Data\Shipcfg (maybe different folder for German version). The shipcfg file is only wha the ship looks like. The shipcfg file the AI picks is determined by what the AI will use the ship for and what ship style the AI race is (S0-S5). To get the AI ships to use your models, you need to change the shipcfg files. You will need to create the new designs in the ship builder and replace the ones in the ship

18 Replies 12,563 Views

I tried to use http://babelfish.altavista.com/ to translate, but it is not very good. You have made models to change what the ships look like? You can see the models for your ships, but the AI does not use the models?

18 Replies 12,563 Views

I can't get this to reproduce, so in converting to XML the problem may have been fixed. I can't reproduce it either in 1.1 beta 2. Love the change to xml.

10 Replies 4,404 Views

Adding hangers to the game is more than just a simple task. It would require quite a bit of code added and changed. Star Wars: Empire at War doesn't even really have hangers. The pseudo-hangers it has aren't controllable by the user and are only available on Imperial Ships and Space Stations. The latest Star Wars game and it doesn't even have hangers.

24 Replies 11,142 Views

Sorry, I don't quite understand what you're trying to ask in english. I don't speak german, but it seems german is your native language. Hopefully, Someone who does speak german can help with your answer. If not, try again with english because I might know what you want.

18 Replies 12,563 Views

check post #9 of https://forums.galciv2.com/?ForumID=347&AID=104963 also you can do a search of the forums for siege to find other suggested tactics. It's one of the most popular campaign missions

21 Replies 13,509 Views

Right now, Starbase HP cannot be modded Starbase HP is linked to the HP of the hull it uses for the Starbase core design in GC2ships.xml iirc. I haven't tested if starbases get the bonus hp from the hp ability like ships do though.

7 Replies 8,311 Views

This walkthrough is for v1.0X. It may not be viable in v1.1 and/or on high difficulties. First turn: Design a new constructor with 1 constructor modules, 1 impulse drive, 2 general life supports. Design a new colony ship with 1 colony module, 2 impulse drives, 2 general life supports. Design a cargo hull fighter with atleast 2 general life supports, atleast 2 impulse drives, and atleast 1 laser. Move your colony ship into orbit and relau

12 Replies 9,927 Views

Here is a link to a map editor called gc2builder Link This post is mainly for when someone searches the forum. Please direct any discussion on gc2builder to it's forums. Also, There is an upcoming release that people should definately checkout

0 Replies 3,513 Views

but if there is alternative way to get the info to you, I'd love to help out. There is an email somewhere for you to send the debug.err to. Maybe someone can post what it is and how to use it (if it's not stickied or something). I don't crash hardly ever, except when I mod the wrong thing to the wrong

41 Replies 45,754 Views

if you know how to do cheats, then do the same but instead of cheat use debug. This is supposed to make the debug.err generate more info. Also, I think the debug.err is filled out as it goes, and not just at a crash. Next time it happens, send/post the debug.err in the game's directory before loading galciv2.

11 Replies 15,144 Views

I remember reading somewhere that XP prevents applications from BSODing, and if you get a BSOD it will most likely be due to hardware or drivers. I don't remember about it very well, so don't blame me if this is wrong

11 Replies 15,144 Views

sdmcp.exe is in program files\common files\stardock and yeah it's one of the enable mcp things.

20 Replies 14,587 Views

It's something with Stardock Central. You can turn it off in your preferences. Thanks to the irc channel for this info

20 Replies 14,587 Views