https://www.elementalgames.com/forum/msg.php?lang=eng&forum=ptquest&theme=14&page=auto thx for info - 250K credits are soon to be mine muahahaha (well it would be my 45th mission me thinks) only way to know how much missions you completed is either the hard way - or finishing the game to get a highscore entry. and on this highscore
DARI
a whole new game with more tactics than we could shake a stick at... GALCIV TACTICS anyone ? (damn my FOT addiction)
You could imagine ships with a dozen weapons on them and there being several of them. Late game, that's a lot of rolling. Random numbers are pretty slow when you do enough of them. HI, just my simple thoughts about GC2 very simple old-school battle system ROLLS in this context that sounds like dicerolls - why not just calculate
Hi, (beware iam not an english native speaker) Here my last working strategy with custom difficulty (dominators->impossible, price range->minimal, overall difficulty 150%) well its obvious that i dont trade ! At game setup i choose almost always a skill in charisma (more money for government contracts aka. quests) and either attack or mobility (defense) Then i choose the engine cause its always an upgraded version with longer jumprange and more speed (that
and i thought the updates up to v1.6 were for space rangers (1), cause i saw different highscore tables for versions up to v1.6 that mentioned "protoplasm" and this stuff can only be collected in SR(1) - not that SR(2) needs any bugfixes in my opinion best user addons in patch : sounds like theres no other way to integrate custom RTS maps m
(Just to get back to the game - we all know that Starforce got owned) Get this game while you can - it really rocks (even a little more than galciv2 As someone already wrote it is "basically" Pirates! in space almost like freelancer without the 3D plus the rts&textadventure quests (quests for glory, money and rare equipment) The main interface is like a continuous turn-based mode, ma
i second MegaVolt! every population number should be taxed in gc2 - just like in germany
look for "XML Marker" [link="http://xmlmarker.com"]http://xmlmarker.com">Link
BIG THX for the info ! btw. how do you circumvent that weird xml id insert in the tech file like " " but it closes with " " (had to insert spaces else it wouldnt display on this forum) not true to the specifications (and made my last method using ms-access a pain) @qwerty V look in the modding forum theres a sticky modding guide
Wilson , do you have a tool that helps you editing / adding techs to those xml file ? (beside notepad;)
If you have the file PlanetImprovements.xml in the root of your own modfolder AND some .xml file in the \PlanetImprovements\ folder then you will get double listings. I think the data files in the root replaces the default and using the subfolder adds to either the default or the replacement. Either merge your planetimprovements into one single file in your mods root folder OR place your addons in a .xml file in the subfolder.
My first game on a gigantic map was Military Domination only - all other victory settings and tech trading disabled. Unfortunately my current-soon-to-be-eliminated-enemies always surrendered to another race, which became the new target (so i had no hard choices to choose from . btw. i was surprised that gigantic map is 18x18 instead of 16x16 as written in that rather unhelpful manual.
Can someone explain how the ability-bonus really works: 1) is it a percentage ? or something different i made following test (using 1.2) - i changed an early tech to give +300 to speed ability : a previously 3-movement points per turn ship got a boost to 33! mp. This is a real bonus of 1000% instead the intended 300% for this test ! 2) can i expect this weird behaviour with all the other abilities too ? 3) i would really appreciate if the de
lets face it : the right game for a stargate mod is Oblivion -> it already has lots of trees and gates
Whats the progress with those editors ? I would really like to test even an early build (need it badly for tech and improvements)
I second ThijsK ! In germany we are all used to do a simple giro transfer - its cheap and no weird security risks like id-theft of credit cards. My super-secret-money-making-hint for stardock: open an account in germany and watch the accountbalance go insane
Does carriage return work now ? (There should be one right now) using Mozilla/5.0 (Windows; U; Windows NT 5.2 x64; en-US; rv:1.9a1) Gecko/20060214 FireFox @jubjub Korx Empire almost always stomps a Friend in his games
At first i wanted just to make the improvements building cost more linear according to given bonus (rather a balancing-mod than a copy-an-overused-franchise-mod And now i got carried away and making an almost complete overhaul in the Improvements, Soldier,Tradegoods,and Invasiontactics Areas with more ethics addons. Back to topic : i really wonder that no one mentioned an obvious MOO2 mod !
me needs a nice front-end for editing those ugly structured xml files - and you get a nice big'n'evil mod for gc2
Please tell me : did you punch all the ugly xml.data with notepad or does stardock have a nice eye-caring frontend that makes editing those xml files a breeze ? ..btw if one manages to reduce the max. population supported by food to zero the populationlimit seems to be disabled.
A gui xml editor would really help me punching in the values for my (concept is getting bigger every day) tech/buildings/ethic mod. Right now i use a xml-editor called "open xml editor" but i would really appreciate some database-style entry forms without getting headache caused by tons of One nice feature for a tech editor would be a structured display like in the galactopedia or gc2 of the tech-tree with drag-n-drop ability to move techs in between categories and c