[quote who="MarvinKosh" reply="25" id="3497240"] I have a spreadsheet of all the weapons in my mod (and some of the other modules) so I'll tweak it a bit and add a Dropbox link in a bit so you can have a look. I don't have the vanilla progression in there for comparison, alas, but seriously, it was really crap![/quote] This reminds me of something. I used a spreadsheet when I was working on Autumn Twilight. It contains all of my changes to the planetary improvements
Gaunathor
[quote who="MarvinKosh" reply="21" id="3496818"]I do like the idea of making trade more worth it. The conditions which make it more favourable are not easily achieved in the early game.[/quote] Good. Now we just need to decide by how much we should increase the trade bonuses. [quote who="MarvinKosh" reply="21" id="3496818"] A bit of sanity in the tech trading would be nice. You don't want civs giving away their race-specific stuff, especially not if it has
I'm finished with the TechTree.xml (for now). Here is the changelog: Standardised the tech-entries based on this order: NewTech A short description of what NewTech does. The flavour-text of NewTech Culture 10 NewTechs <
[quote who="DARCA1213" reply="18" id="3496649"] I think there are way too many Starbase modules and they need to be bundled, although other modders may have made there own SB modules and limiting may be a problem?[/quote] As mentioned before, we need to cull the modules anyhow, because the AI can only use the first 100 of them. [quote who="DARCA1213" reply="18" id="3496649"]Please don't alter other stuff on preference I like trading.[/quote] I make no promises
[quote who="DARCA1213" reply="7" id="3496684"] You know how to actually increase the production given? I don't think its the bonus values tag? [/quote] Actually, it is the BonusValue tag.
I couldn't find a proper changelog for 2.03, only what's mentioned in this news post. By the looks of it, you would only miss out on the changes to the AI, and some fixes for crashes and misc. stuff. The adjustments to the tech tree costs will be included in the mods themselves (though most likely further changed, because that's how we modders roll). From what I recall, 2.04 only had some fixes for Met
Even more changelogs: RaceConfig.xml added the following tags to all races: 0 0 0 0 0 0 0 &l
[quote who="DARCA1213" reply="4" id="3496504"] is there a way to make the time to build a mining base not take as long. I thought I had done this before but I can't remember what I did?[/quote] Sure. To do this, you need to edit the TurnsToComplete tag in the file I've mentioned in the first reply. I am also considering to add this to the community-based update, but I'd first like to hear what others think about it.
More changelogs: UPIssues.xml AddTradeRoute01: -renamed SubQuestion from "How many additional trade routes do you suggest?" to "Do you agree to this increase?" -changed Option01 from None to Yes, Option02 from One to No, Option03 from Two to "", Option04 from Three to "", Option05 from Four to "" -changed OptionVal01 from 0 to 2, OptionVal02 from 1 to 0, OptionVal03 from 2 to 0, OptionVal04 from 3 to 0, OptionVal05 from 4 to 0 (the effect of this UP issue c
[quote who="qrtxian" reply="13" id="3496392"]Not quite sure what you mean. What I did was basically just replace all instances where there was a specific speaker but "Listener Name" was set to "Generic" with 11 different dialogues, one for each other race besides the speaker. I think I fixed a couple of typos, but otherwise I didn't actually write any new dialogue.[/quote] Okay, here are some examples. From AI_WELCOME_ATTACKER_DEFINATE_VICTOR:
[quote who="qrtxian" reply="11" id="3496358"] As far as GC2_Conversations.xml goes, my own modding efforts just fixed the errors and didn't add any custom text. [/quote] Really? I wonder how you did that, because, in order to properly fix several of those errors, you to have add all possible dialogue-combinations. However, there aren't fitting texts for some of them. So you either have to edit existing text-parts, or come up with something yourself.
As I mentioned in my first post, I fixed the bugs in the GC2_Conversations.xml, but also added a bit of new text. The problem with this is, that my notes regarding the changes aren't very good, and my notes regarding the custom text are almost non-existent. This means, that recreating the fixes is going to take a long time. Even more so than it already would, due to the way the file works. The question is now, can we use the file despite the custom text? I primarily used existing
The manual has this to say about political parties: Political Parties As the leader of a civilization, you also belong to a political party. When your party is in power in the Senate, you get their bonuses. However, if you lose control of the Senate, you get the winning party‘s bonuses as negatives. The part about the penalties doesn't work this way. Instead, the penalties depend on the party you have chosen, and are set in the PoliticalPartie
Okay, here are my proposed changes to the CustomPlanets.xml (and my general reasons for them): Line 117 renamed DrenginAsteroidField to AltarianAsteroidField (this is the Altarian starsystem, not the Drengin one) Line 136 renamed Arcea III to Athol III (the starname is Athol; the planets of other starsystems are named after the star, not the homeworld of the race living there; the asteroid field is also named after the star) Line 140 renamed Arcea IV to Athol IV Line 14
[quote who="MarvinKosh" reply="3" id="3496263"] Yeah I agree with you on the Yor Maintenance Grid. Their approach to economy is different to the other races, so forcing them to use up that one tile on every planet, costing them maintenance (hey, every bc counts!) kind of sucks. [/quote] The Maintenance Grid doesn't have a maintenance cost, so that's not a problem in this case. It does take up valuable space and buildtime though, because you want the Yor to have
Could we get a shout-out for the GalCiv 2 modding-community? Frogboy has given the "okay" to incorporate community-fixes into GalCiv 2 to fix some of the remaining issues (specifically regarding the tech trees and the AI). The work for the community-fix is going to take place here cu
[quote]there's usually an asteroid field to be had.[/quote] Speaking of which, the time it takes to fully upgrade one field has always bothered me, so I reduced it in my mod. Would that be reasonable to add to this project? [quote]So there's lots of ways to go here. We could look at making the early improvements suck less, we could have them unlock slower, give civ-wide ability bonuses instead of improvements (which is fair, if every race gets something similar o
[quote who="Belanos" reply="17" id="3495480"]BTW, how many races are going to be in the game?[/quote] There'll be eight major races (Terrans, Drengin, Altarians, Iridium, Krynn, Yor, Iconians, Thalan), plus an indefinite amount of minor races. More will be added via expansions and DLC (like a major race version of the Snathi).
Yes, that's an interesting idea. However, there is a slight problem with it: The Dread Lords/Arnor were the oldest and most powerful race. The second oldest race (and the first of the "younger" races to achieve sentience) are the Iconians. This is a major part of the lore. Adding in new ancient (i.e. older than the Iconians) and powerful races would be a huge retcon. The only way I could see this work is to either make those ancient races come from another dimension (sort
[quote who="Rhonin_the_wizard" reply="29" id="3494989"]Any info you could share with us about this "Act the Gates"?[/quote] Jon Shafer wrote a lot about "At the Gates" on his blog .
[quote who="EleventhStar" reply="11" id="3494756"] You should add a real time search box in the diplomacy window, similar to windows start menu. This will help so much compared to scrolling if there is hundreds of planets/ships.[/quote] Good idea.
[quote who="Echelion" reply="12" id="3494804"]Please dont tell me the Yor wipe everyone else out! [e digicons]:O[/e] [/quote] Not just every one . [e digicons]:cylon:[/e] [quote]So where does Galactic Civilizations go? The story still has 4 more chapters in my mind with the last chapter having many possible endings to it. One of those ending
[quote who="Rhonin_the_wizard" reply="15" id="3493343"] 28. After upgrading the Outreach Group to Mediation Center I can build another Outreach Group. [/quote] [quote who="Rhonin_the_wizard" reply="18" id="3494031"] 28b. This also happens for Elevation Foundation and Missionary Center. [/quote] Just to clarify for everyone else, those Super Projects (Player Wonders, whatever you want to call them) can be build again on another
[quote who="okamiyazaki" reply="2" id="3493587"]Does this mean that, when that governor is assigned to a planet, they will build these buildings in order?[/quote] I think so. However, as I said, I've never used the planetary governors before.
[quote who="Jafo" reply="78" id="3493466"]It's common to most cultures, though it is said that Germans don't have a sense of humour...[/quote] We do have a sense of humour. It's just hard to find sometimes. Also, there is no "one German culture". Germany consists of several different peoples, each with their own distinctive culture and dialect (and humour). The more you know... [e digicons];)[/e] [quote who="Jafo" reply="78" id="3493466"]"Mein Hund hat kei