random50

random50

Joined Member # 2415008
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If you mod the race xml file to give your race a starting penalty, it gets applied as zero. Example: you'll make exactly the same tax income at default settings on the first turn whichever of 0,-20 or -50 you give your race as economics ability. I put the "bug(?)" cos I don't know if this is intentional. Personally I hope it's a bug cos this is a feature that would be extremely useful for me!

0 Replies 1,929 Views

Could any Americans help me out with what "fall" actually means? I remember a game I was waiting for last year was scheduled to come out in the fall. It acually turned out to mean late December. Is that an unusually late definition? Cos to me that's winter!

123 Replies 130,327 Views

The "net income" is incorrectly calculated. It uses the formula "income"-"maintenance"-"spending". However, spending *already* includes maintenance, so the maintenance gets double counted and the net income reported is too low. It could be that "spending" is not supposed to include maintenance, but one or the other is wrong!

1 Replies 1,667 Views

Read the modding guide that's stickied in this forum. It should be pretty self explanatory. The original raceconfig.xml file the guide talks about should be located in your galciv2/data/english file, or I guess the appropriate foreign language if your version isn't in English!

1 Replies 2,815 Views

So the solution in summary: Make a cheap tech deep into the tech tree to attach the building to and then edit the raceconfig to give yourself that tech for free. Here's a tip...you can place techs AFTER "technology victory" without adverse affects on the game, which means the AI will definitely never research it. They could still steal it off you though.

10 Replies 5,933 Views

If you make it, they will use it. I realised the AI might have been looking at it wrongly as a cheap entertainment center, so I upped the cost and maintenance so it was more expensive to build and maintain than entertainment centers...but the AI still built it. That shows there's a problem with the AI decision making algorithms (not an issue

10 Replies 5,933 Views

Pretty much as the title says. I've modded in a Nerf Center to give myself a more customisable difficulty level. At the moment it gives -30 to production, research and economy and +25 to morale (to compensate for the entertainment network that would usually go on that tile) and costs just 1. After getting some way into my current game, I've now found out why some of the AIs have stalled badly...they've been building multiple Nerf Centers on their planets! Can I stop them? I set the AI value

10 Replies 5,933 Views

For every 4 base points you have in social and military, 1 will get transferred over to research (and correspondingly drop from social/military). So if you have the social/military sliders set low and/or are using the focus on research button on a planet without many factories, you can expect it to make little difference. Try doing it on a manufacturing planet. If you don't see a significant research increase there then something could be wrong. Note also that it works on BASE poin

2 Replies 7,311 Views

eravenheart, reading back over your post I realise your change may be complicated to make. The one I want, on the other hand, doesn't need any AI changes at all since the AI's the same from tough onwards. All that's needed to put in a level between crippling and masochistic is putting in an AI level with a multiplier for the main things between 1.25 (genius) and 2 (incredible).

33 Replies 24,008 Views

I like the random number of opponents feature, especially on large maps where it can be a long while before you discover everybody you're up against. But having it purely random at the moment means you can often waste a few hours playing a game that turns out to be just you and one other race. It'd be good to be able to choose random, but with limits. For example, random but at least 3, or between 5 and 8.

3 Replies 7,752 Views

Oh, I agree completely, eravenheart. It's just I'm prepared to mod it myself because I'm not going to wait to see if they'll ever address the issue. I still have no idea how you're supposed to bring it to official attention, which was the other thing I asked in the first post, because it must be such a simple change that I'm surprised it's not already been addressed. Still, at least somebody from the company posted on this thread so at least *one* employee is vaguely aware there might be a pr

33 Replies 24,008 Views

- change from 80% to 81% in the tax rate downgrades the approval rating from 80% to 20% (at least for me) - I have a game saved that can prove this; I can understand that 80% tax is a lot, but still such a dramatic change for just 1% This is by design, not a bug. <TABLE cellpadding=8 width="95%" align=center bgColor=#FFF394 class="mb

114 Replies 60,848 Views

I don't think so, but I'm very far from an expert in XML. And not far from "beginner". In the meantime, why not try the mod in the library but use the in-game settings to adjust it to taste? I think "very slow" at least doubles the cost, so there's 16 times slower or more for you right there!

9 Replies 4,542 Views

As I said earlier, I was frustrated and these threads never receive any attention otherwise...so "useless" served it's purpose. I like blind exploration, especially on gigantic maps as it keeps you on your toes even if your close neighbours don't seem a threat...who knows what other civs are lurking out there you haven't yet met? In fact, I always used it 'til I switched to masochistic, at whi

33 Replies 24,008 Views

Anyone know what the in-game "very slow" does? I guess it just sets the cost to a multiple, but what multiple? Or the other speeds, come to that.

9 Replies 4,542 Views

There's a mod that slows it down to 8 times the cost. If you want something different you'll have to mod the tech tree yourself. Which isn't actually a tall order, just a little tedious! Remember to back up any files before you start tinkering with them! Go to http://library.galciv2.com/ and set the "seach in" field to "technologies". You'll see a few mods, one of which is the "very, very slow tech tree"

9 Replies 4,542 Views

I understand that the game is designed to be moddable but I have neither the ability nor the time to learn how to do this. The possibilites this custom race would offer would be endless and would further enhance the replayability of the game. It's much easier than it normally is for games. It would take you no more than an hour at absolute mo

33 Replies 24,008 Views

Thanks xpyre. Yeah, I know all about the economy cheese/tech trading approach. I used to use it to beat the game on suicidal. I got bored with that exploit and switched tech trading off. Anyway, I've now worked out how to mod the game so I can choose my difficulty level. I'm going to create a cheap building that gives production and economy penalties and put one on each planet so I can get a challenge at crippling. Actually, I might even leave it on tough. The reason for the b

33 Replies 24,008 Views

I don't know if this is a bug, intentional or just a figment of my imagination, but I've been messing about with xml files today trying to give my race a penalty to production. You can feed -50% (or whatever you want) into the xml file, and it shows up in the game stats screens, but the amount of production you ACTUALLY get with a -x% bonus is the same as if you had 0% race ability. The reason I'm putting this here is I've had a thread conversation with a guy today who has done the s

114 Replies 60,848 Views

I'm not sure there's anything for you to work on, Rasori. There's only one way to modify the xml file (the way you have done) and it doesn't work in 1.2, or at least works differently in the way I described. I'm going to take the building on each colony approach instead, but if you think the way the racial penalty works now is a bug you might want to report it before they get 1.2 final out. Edit: I just posted about the apparent differences in one of the bug threads.

16 Replies 6,503 Views

We're talking about different things, logicsequence. I'm talking about a racial bonus (or rather, penalty), not a colony bonus. I just tried it out, creating a building that gave a civilization wide -50% social "bonus". This made my civilization social ability -40%, at which point it behaved exactly like I described above as an effective zero. Still, it does work correctly on a planetwide basis like you said. So I guess I could create a cheap building which nerfs each colony. Th

16 Replies 6,503 Views