dm04

dm04

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

Where can I find a text with descriptions what have been done in 009? I thought its in the history.txt, but it is not...

6 Replies 3,293 Views

your library is extremely slow to load, 90% of the time I get the "page cannot be shown" error and when I manage to start a download, it runs at 1,6b/s. time to enhance your resver, maybe you should get some research centers from galciv

0 Replies 995 Views

DUDE moding is never the answer. I will install this mod as I come to play, but still, there should be oficial "addons" for ship structures /rolleyes edit: just installed the mod, there are just all hulls opened to add as structures. though its nice, it is not a solution

13 Replies 9,529 Views

this is actualy a bug since the retail version, in 1.2beta it is still not fixed directory structrue: mods\own_mod\data\customplanets customplanets.xml stored in THIS directory do not overrides the original customplanets file it got to be stored in mods\own_mod\data\ it took me some time to figure out why gc2 isnt taking my own customplanets.xml, so I call it a minor bug in misleading of the directory structure. <img src="smiles/BigSmile.gif" border=

1 Replies 1,272 Views

I would like to see mod-files ovetaking the original files too, as I wont realy edit the original files. from time to time I want to play a standard game, but I keep juggling around with the files all the time. .... backup the originals, edit them for own use... now I want a standard game, so backup the edites files, replace them by the originals... beh

7 Replies 6,931 Views

there is just too much hardcoded. maybe stardock will remove this sooner or later 2 homeworls would be silly, but in a custom map, you can add the # tag under a planet, so its at least colonized by race X

7 Replies 5,725 Views

there is not much of jewelry in my regular galciv game.... like 5 lights of different colors, two antenaes, framework, pylon and tahts for it. not worth using. I would like to see some more structures, especialy those of "straight" shape. to increase the size of the ship a bit. I hate it to use like 100 structrues just in order to make my ship a bit longer. And its only 100 because Im trying to get some normal shape for my ship... as for the modules, I just dislike the lase

13 Replies 9,529 Views

well I would like the following ops 1) vs planetary morale: reduces drasticaly morale of a random planet 2) vs planet government: you take over the planet 3) sabotage vs planet: some building is destructed 4) sabotage vs ship / fleet: target is destroyed 5) infiltrate ship/fleet: you take it over 6+7) the same for starbases 8) sabotage research: target loses some % of current research (depending on success) 9) infiltrate economy: for some

12 Replies 7,568 Views

the initial starport and the two ships are "hardcoded", you cant remome them from custom- new games, you have to make your own scenario/map in order to start without.

34 Replies 23,661 Views

as far as I remember you can choose what language you want during the installation. if not... galciv2 is even with the localization an english game, using its english tokens and using just localized descriptive text using the same values. so just copy anything thats in your "english" folder into your "german" folder and there you go, anything will be english. btw the german version is still somehow buggy, there are some functions that turn in "string not found" except for d

9 Replies 5,399 Views

Why do you compare a space civ empire game to rome TW? Few ships in a fleet fighting in completely open space cant be compared to the battles of rome tw in any way. WHen you go on it, speak about master of orion, pax imperia, maybe ascendancy, to some degree homeworld, well and of course imperium galactica. (Btw why is everyone ignoring me?) Homeworld: it is a RTS game, too action oriented. GC2 combat should definitely not be that way MOO / PaxImperia: 2dimensional, ac

110 Replies 42,470 Views

Maybe Im just too stupid or stuborn.... but what exactly makes a good tactical game? It seems like anyone thinks we cant hae both (good general strategy + good tactical combat). I wonder why.

110 Replies 42,470 Views

the map no longer centers on "anything" that is done. it used to center on ships moving in autopilot, in the beta its bugged it used to center on "next activated ship", in the beta its bugged (got to hit FIND button all the time) the map used to center on any ship movement of other civs when visible, now its bugged in addition the stuff with the starbases

5 Replies 3,299 Views

I think the game should not always look for how tough a ship is, sometimes its better to destroy the easiest targets first. And not to exploits this, non combatants should stay out of battle and either get automaticaly destroyed when their fleet loses a battle, or enter the combat afterwards. Still, I would like to see a priority order for battles, where I can determine primary and secondary targets. It could be like 75% of my fleet attacks the primary target, 25% the secondary, so it

110 Replies 42,470 Views

- No starting ships Seems to be hardcoded, couldnt find anything where this is defined at. However, with the gc2builder you can make an own map, without giving the various civs ships. A work-around, remove the ships completely from the gc2ships.xml will cause the game to crash. So no ideas yet. - No starting technology (which can already be done with custom race but make it default) Open the data\raceconfig.xml and just remove all techs from the various races. - N

34 Replies 23,661 Views