No118

No118

Joined Member # 2455399
1 Posts 3 Replies 11,500 Reputation

1. Make the tech 2. Make the ship component (in GC2types.xml) 3. Set the tech requirement of the component as the internal name of the tech GC2types is also where you change the damage values of weapons.

4 Replies 2,299 Views

Farms increase the maximum population of the planet. Higher population means lower morale. When you destroyed the farm, your population dropped, and so the morale improved. Use Farms in conjunction with Morale buildings. The farm increases the population, and the morale building keeps them happy. A rough rule of thumb is one farm per morale building, though obviously it depends on what level of buildings you're at, your tax rate and so on.

13 Replies 6,370 Views

Randominator v1.1 is now available in the library. v1.1 New features: - Can now choose which parts of the game to randomise. - Can choose whether or not to remove core ships. - Option to include Total Randomination- random changes that massively affect how the game is played, such as setting all logistics costs to zero or making ships more expensive. - Option to balance the promoted Minor Races, removing their large economy bonus in return for some starting techs.

15 Replies 13,378 Views

I think crime is a 'dead' stat, for a feature that was removed. It now doesn't do anything, but I guess that the event just increases random stats, even if they are no longer used. Same for government.

5 Replies 3,470 Views

I understand that this must be fairly annoying for you, but I'm afraid that I cannot help but do anything other than chuckle slightly at your expense. Sorry. On the upside, hopefully my post will increase the chances of a dev seing this, and maybe implementing what seems to be a perfectly sensible and reasonable request.

9 Replies 1,880 Views

Actually, I am not using the mod... Personally, I'd like to see these in the regular game. For some reason, I am really reluctant to use mods. Oh well... I'm generally a bit of an anti-mod guy myself, but GCII's Mod folder has tempted me to dip my toe into the water at least as far as Kryo's mod (and making my own!). The great thing about the mo

8 Replies 4,864 Views

Once your initial frieghters reach their destination, from my understanding the mini-frieghters are then civilian ships. Having not actually played DA, of course I can't be sure, but it seems that the asteroid mining works in a similar way, with mining ships moving from the asteroid field to the affected planet. As for more general civilian traffic... the thing you have to ask yourself is: what's the point? Having loads of useless ships wandering around, cluttering up the map and slowin

1 Replies 2,160 Views

Can't you already do this with Kryo's hardpoint extenders? It sounds like you're already using the mod, are you using the most recent version?

8 Replies 4,864 Views

It's quite easy to make a 'no colonisation' mod. 1. Edit the core colony ship to have no colony module. 2. Make the tech requirement for the colony module 'Impossible Tech'. Alternatively, make a custom map with no empty planets.

7 Replies 5,483 Views

my income which was high goes deep into the negative. Don't forget that as you invade planets, you'll be taking citizens off your own planets in order to act as the invasion troops. This will decrease your tax base and send your income spiralling. Just make sure this isn't the cause of your financial woes before going crazy and abandoning tons

19 Replies 7,622 Views

The campaign is generally regarded as the weakest aspect of the game, so yes I'd say it could do with some improvement. Personally I'd like it all played out on a single map, with trigger events such as the Drengin releasing the Dread Lords etc. The map could start out as a tiny size, then each time you complete an objective, it opens up to the next map size. It should be noted however that there is some choice of missions in a way, in that if you loose some of the missions, you can try

7 Replies 2,711 Views

I think it would give more personality to the ships yes, but I have a better idea. What about paint jobs of your empires logo (or something like that) on speial hard ponits that are clearly visiable. I believe that this is a feature in DA, or at least a potential feature.

6 Replies 6,274 Views

Maybe, but I suspect those tabs are exactly as they are now meaning you can pick racial abilities, but only up to the 10 point cap, and only from the specific abilities and bonuses already built in as options. If that's the case, then I'm hoping for more precise control than that. Though now I think about it, I'm more interested in that control via the difficulty le

26 Replies 20,994 Views

My mod is difficult to demonstrate in pictures, but here goes. The Randominator mod basically randomises various aspects of GCII each time you play, to make things harder for people who have learnt all the ins and outs of the game, forcing them to rethink their old strategies. Link for picture This screenshot shows a randomised Race Selection screen, with a few minors promoted to being majors, and some of t

25 Replies 69,712 Views

Some might say that being able to ally yourself with a more powerful civ shows good use of diplomacy... If you can find a way to win while still not being the strongest then good for you. I agree that you should have to keep working at it to make sure that the alliance doesn't break down though. (I hope for your sake that you don't get the assasinate leader event!) Personally, I've never had tribute demanded off me from a civ that isn't on less than Normal relations.

10 Replies 5,509 Views

I'm not sure this is appropriate for the GCII universe. While races like the Drengin probably do operate on a ruling family basis, I don't think that other races, such as the Terran Alliance, do. That said, aren't there Hero characters planned for DA? I don't remember if that was just an idea or was actually being implemented.

9 Replies 8,133 Views