AlphaAsh

AlphaAsh

Joined Member # 2407505
0 Posts 0 Replies 309 Reputation

Is this fix specific to power-plants or is it for all "one-shot" improvements? Does this mean all one-shots upgrade correctly now (so the AI doesn't build the older version which then upgrades to the newer version, meaning they get two)? Does this mean ALL one-shot improvements become available to a planet when destroyed/decommisioned rather than being a hit-and-miss game of chance? Modders want to know these things

10 Replies 3,664 Views

I think the previous post is something of an over-reaction but I do agree that there is a very big reduction in planetary bonus tiles and this does screw up strategies of specialising planets based on those bonuses. Which was probably my favourite part of the game. Bring back the bonuses please devs, thanks.

29 Replies 33,918 Views

I think it works, but doesn't display, because I've had planets go over 4.00 from influence pressure but not go skull and crossbones, and it looks like it's improvements with ResistanceBonus that make that possible (on top of civilization Loyalty ability of course). It's a shame it doesn't display. The fact is modders have very few improvement attributes to play with in the first place, and it's a shame not to use ResistanceBonus just because it doesn't display. It would just make a mod

4 Replies 3,853 Views

Has anybody had any luck getting this to display in the attributes list for an improvement in the planet display? I've tried many additions to what looks to be the correct tables in screens.str and english.str with no success. It leads me to believe that the hard-code just doesn't look for any tag from these files when writing out to the planet screen, and I'm wasting my time. I managed to fix the summary screen planetary defense string error through trial and error, but the so

4 Replies 3,853 Views

Request 2 - If you're re-writing the improvement AI any possibility of making it more dynamic? - have it looking at improvement attributes rather than specfic improvements. I know I have many more improvements than the base game and the AI clearly doesn't look at values when picking an improvement, so if for example you have more than one improvement with a morale bonus, the AI seems to pick what to place RANDOMLY when it places a morale building. Ta muchly again <img src="http://images

93 Replies 106,750 Views

I'm considering cancelling my pre-order. I've been playing GC2 a lot since release and even with extensive modification I'm tired of it. A release like DA in the near future would keep me playing for a while to come - and integrating all the new stuff into a mod would keep me around even longer. Also I'm somewhat jaded by years and years of PC gaming - the fact is I find it difficult to believe what I'm reading. No offence, but it sounds like your typical bluff for more dev tim

73 Replies 80,895 Views

Use SensorRange instead of StarbaseAbilityValue in StarbaseModules.xml. Like so. [StarbaseModule InternalName="StarbaseAdmin"] [Name]Administration Deck[/Name] [Model]Starbase01[/Model] [Tech_Requirement]ColonialAdmin[/Tech_Requirement] [Module_Requirement][/Module_Requirement] [Description]Keeping the starbase running.[/Description] [StarbaseAbility]StarbaseRange[/StarbaseAbility] [SensorRange]1[/SensorRa

6 Replies 6,571 Views

No. Back to freezing now. I'm running the game windowed atm so I can check GPU temp, and that's fine. The Soundblaster is also out of the machine atm (removed before OS reinstall) so that has eliminated that from the equation. I've also followed some of the other suggestions in this thread regarding RAM and that's not the problem. As for this being an AMD64, it's vanilla XP so I don't see how the comment about Gal Civ 2 not being 64 bit is relevant. Perhaps CarlElf could elaborate.

17 Replies 10,033 Views

Sporadically. Rarely. I always submit any system report that is generated after a reboot. In those cases it's shown up, it's always been a generic "driver error" with no useful feedback from MS. Update: I've just installed SmartException (just in case I get a crash instead of a lock). I also reinstalled SDC and patched to 1.3b. Now this is odd - this time when I got to the first tech screen, the machine auto-rebooted. Not froze - re-booted. I'm off to see if I can reproduce - t

17 Replies 10,033 Views

I'm busy reproducing the freeze this morning, and I can confirm that I've found a couple of reliable ways of doing it. One is to go into options after game launch and hang around in there for a few seconds. Freeze. Generally it's the audio and video tabs that cause the freeze quickest. Another is to immediately after game launch start a new game and rush through the game setup screens. The game will initialize and it's only at the first instance of the tech screen that it freez

17 Replies 10,033 Views

Me again. To the devteam - please see https://forums.galciv2.com/?forumid=274&aid=121454#968600 This gentleman also has an nForce board and is having the same problem. I've just completed a reformat and reinstall of XP. After patching GC2 to 1.2 it played fine for four hours. Then when AFK the game crashed. It has now returned to the original behaviour of locking the machine hard as described earlier in this post.

17 Replies 10,033 Views

Addendum - If the AI didn't build ridiculous excesses of freighters and constructors, perhaps that expediture could be directed to social spending. Right now my games are lagged out by each AI often having over a HUNDRED freighters bouncing between planets, presumably just in case a trade route is destroyed. The AI should build ONE freighter on ONE planet to establish a trade route when it has ONE trade route free to establish. Also hundreds of constructors should not be bouncing betw

20 Replies 30,870 Views

RE: Planetary development. The problem isn't so much that the AI fails to specialise planets. Lots of manufacturing and research buildings will give output, regardless of distribution. The main problem is the AI gives up social development and concentrates on research and military spending once it feels threatened by ANY level of military build up. Seriously, I only need to get started on my military and wham, the AI drops social spending to practically nothing. Even with a

20 Replies 30,870 Views

In English.str, search for TABLEALIAS StarbaseAbilities. After StarbaseSensors add these two entries - Range and StarbaseRange. Set the value to whatever you like. I've used Area of Effect, since it's the area of effect that range/starbaserange increases. Your StarbaseAbilities table should look like this: (TABLEALIAS StarbaseAbilities) (AttackAssist) Ships Attack (Trade) Monthly Freighter Revenue (ShipDocking) Docking Room (Culture) Cultural Influence (StarbaseDefense)

4 Replies 4,896 Views

I'm well into a sizeable mod for GC2 and play-testing has shown some problems with the Ai with regards to extensive improvement/tech changes. Firstly the AI doesn't seem to evaluate different output. That is, it's happy with one upgradeable type of building, but not multiple options. For example, if a modded starport puts out industry which is less than a pure industrial building, it'll merrily drop starports on industry bonuses. The same is true for most output with related bonus til

2 Replies 3,717 Views

"I posted it in another thread... english.str, lines 1593 to 1620... the last 3 lines are the bonus definitions of the governments..." As far as I can see that's just text, not actual value definitions. Perhaps I'm not looking thoroughly enough, but I'm pretty sure that whole file is just string variables with data defined that appears in the game.

20 Replies 18,803 Views

1 - Done. 2 - The latest sound card drivers are installed. 3 - Latest non-beta version of GalCiv 2 is installed. 4 - Pointless. The machine freezes requiring a reboot. 5 - Done. 6 - Done. 7 - Done. Problem still occurs in windowed mode. 8 - Done. 9 - Done. Not fun to do. 10 - Done. DXDiag is happy. Problem still occurs. Periodic freezing of the system with spit/stutter from speakers. Sound card was physically removed leaving the

17 Replies 10,033 Views

1.11 helped a little with the problems I was having but the PC still freezes periodically, requiring a reboot. Switching off music seems to make the periods before a freeze longer. I suspect the sound card is having issues with the game, though it was only when I switched off frame rate throttling in options (1.11 actually gave me enough time to do this before a freeze) that it became stable enough to play for reasonable periods. The freeze can occur anywhere between ten mi

17 Replies 10,033 Views

It seems that if you upgrade an improvement with a placement limit of 1, with an improvement that isn't an assigned auto-upgrade, it then becomes unavailable to that planet. Until you reload your game. Sometimes. Bug? Also the AI doesn't really like improvements with placement limits it seems, which may explain its reluctance to build the standard orbital logistics thingy. Not only in my mod, but in the original game, the AI sticks to the same core buildings. Is there a way

1 Replies 2,643 Views

So the last item in my plant improvements file is a new trade good. Here's the freaky thing - When the player or AI gets the tech that unlcoks this trade good it gets plopped into locked tiles (either habitat improvement tiles or terraforming tiles, not sure which, but not soil enhancement tiles) as if it were being treated as a tile unlocking improvement. Whether it be the player or AI, when the build on a tile completes everyone is informed that a new trade good has been developed,

0 Replies 1,883 Views