dm04

dm04

Joined Member # 2505541
1 Posts 1 Replies 7,490 Reputation

Hm sorry I dont see anything usefull here. Im not sending ships "blindly" somewhere ie 10 ships to south 1 and while the first 2 arrive the starbase is finished, I have to reroute the other 8ships to south 2.... thats just stupid. The only and just usefull thing about governor rallypoints would be as said: seting the orders for each planet, so new constructed ships fly to the designed rallypoint. Right now (and always did) I construct battelships close to the enemy border,

7 Replies 4,459 Views

I noticed it, once again, that from time to time, ships I give away to some other civ, dont move to their new owner, they stay in the same spot they were at, as I gave them away. This occurs especialy for Torians and when an enemy is between our regions (Torians and mine). The netresult: the reinforcements I give to the torians (or whatever other civ, it happens to all, but Torians the most and also not always) never reach the fields of battle, so being quite useless.

3 Replies 2,416 Views

What is actualy the point of the "governor" rally points? I thought its for each planet, so I can set various destination for any starport building ships, but actualy its empire-wide. And I can just set RP for either ships doing nothing, whats about those who SHOULD wait, and those who are already doing something. I just noticed this system just sent all my colony ships to the drenging border where Im about to amass a battle fleet, for no reason, ok actualy its because I set the gover

7 Replies 4,459 Views

the "customization points" dont work, I changed them from 0 to 100, ingame happens absolutely nothing. I keep my 10 points all the time changings the abilities result in nothing too (at least at my side). example: the custom race have 25 soldiering 25 loyalty and 6 logistics. Lets say you edit planet quality to 10 and start the game, now you have population growth 10, but only 7 customization points left. On the other hand, you could set soldiering to 0 (thats actualy 1 po

3 Replies 4,674 Views

justa few points a) there is NOTHING usefull happening for good alignments. anything that comes up with a bonus, is an evil decision. thats crap b) it does not realy matter much how "powerfull" some evil decision is, the alignment moves to the evil side at lightspeed. On the other hand, when doing something good, that actualy always criples the civ, it like with 1 pixel per event. thats ridiculous!

11 Replies 8,211 Views

yes you can add new models without overwriting old ones open the gc2types.xml and add a new "hull" section, basicaly gc2 have 0,1 and 2 hulls for any size except for cargo, there are just 0 and 1.

1 Replies 2,905 Views

next game: 25 sectors, 16 stars, 9 of them with 5 planets, total 0 habitable planets, 10 sectors starless.... beh. For about 2 hours Im trying to start a game now. I run 1.2beta2, but had the same problem with retail and 1.11

5 Replies 2,744 Views

Actualy this isnt realy a bug, but I consider it one. I just have had ~10 games with this settings, like all the time happening the same (btw its not limited to this few games, I have always this problem, restarting a game like 100x before I can keep playing) Habitable planets: abundant number of planets: abundant number of stars: abundant number of anomalies: abundant stars: scattered mapsize: gigantic ~7-15 stars surrouning my homesystems with som

5 Replies 2,744 Views

you have to use an own mod directory in the mods folder. place a techtree.xml in the data folder, this will replace the original tree, and place one to the tech subfolder, this stuff will be added on top of your replacement tech file, actualy its no longern necessary to use it

1 Replies 2,389 Views

there is a fonts folder, copy your new font there. you have to rename it to match the already used fonts, as the used fonts seems to be hardcoded into the exe. I couldnt find a single line of text refering to what font is used, so renaming is your best choice.

6 Replies 5,690 Views

are you sure it works syneris? because I tested it too, having a new tech basing on space militarization and xeno engineering. The new tech showd messy as on your screenshot, but as I inveted space militarization, I could already research the new tech, no xeno engineering needed. So I gave it up.

20 Replies 13,904 Views

one requirement is hardcoded, I already asked for the option to use more required techs for more complex tech trees, no answer yet and the thread is somewhere on page x already, not even one answer, not even from someone who like the idea

20 Replies 13,904 Views

Got Ascendancy too and I can say, I hated the races there. All this weird creations, who would never be able to explore the galaxy using ships. Its all about evolution. If you dont have hands, you cant manipulate tools. How would you then explore using a ship? It would be ridiculous to thinkg any race would either use organic technology, shiping around in organic ships, or being telepaths using telekinese to use their tools. It will always come down to humanoid like races.

60 Replies 36,621 Views

if you just want to alter the cots, edit the techtree for research cost, or the gc2types for ship module costs I used to play with the german version, when I wanted to retire, I got the "string not found" error, in the english version I get the "are you sure you want to retire" (or something like that) question. so the internal ID for the retire-question defines the window, and the question itself is the string. you speak about string not found in FR stat page... so most likely you go

6 Replies 7,076 Views

1. nope, I replaced the laser and railgun lines in my mod and will continue with shielding, so if you can wait a few days 2. I would say not at all. The AI value just says how the AI handles the tech when it comes to trading 3. the player is free 4. in the kryos hull mod thread (the one where someone asks to make the mod a valid patch) a dev posted the poly counts, look

6 Replies 7,076 Views

god knows why, but I removed all galciv2 data from my pc, restarted, reinstalled everything, and now anything works. suggestion: I would like to see at least 2 required techs in the future. I got some ideas for few ship components and planetary improvements, but they would need at least 2 techs before they can be build. So more required categories would be fine and open the path to more complex, cross-tech trees.

0 Replies 1,646 Views