That solved it. Thanks.
galenbd
I have no other mods installed. It's a Steam install of Legendary Heroes. I also have no other DLC installed. I installed all of Children of Storm-1850-1-8*c. To be fair, I installed Stormworld first, then deleted all the mod and map files before installing Children of Storm. The thing I'm not sure about is where the png files the xmls are looking are supposed to reside. I have a few png files, but not the ones the mod is looking for. For
I recently found this mod and it looks cool. However, I'm seeing something strange and I'm not sure if that is normal. In the city build screen, there are two buildings that seem to be missing icons. I assume these are the faction specific. When I look at the faction, I can see them. Is this considered normal behavior or did I install this incorrectly somehow? I tried to include screenshots, but they went in weird. Here are image links. <
On the opinion of free mods\features: To quote Heinlein: There's no such thing as a free lunch Development costs money. I applaude Stardock for questioning the standard model. I know of several examples of different delivery mechanisms for new features Community patch for Age of Wonders: Shadow Magic This was an effort by the players to revive gameplay Fall from Heaven mod for Civ 4 Civ 4 was built to allow this. This is just one good example<br/
I like the graphic tech tree view. I have found that when I've established espionage against an opposing civ, I have had trouble understanding the paragraph form of the civ's technical accomplishments. I'd like the graphic tech tree to be viewable for opposing civs. Galen
[quote] No game can damage your hardware, clearly you had poor cooling, where overclocking or just got unlucky and had defective RAM, it happens but is not GC2 or stardocs fault. [/quote] I have a problem with the word No here. Just because it is extremely unlikely, it is not impossible. I worked as a software tester for 5 years. Twice in those 5 years we found our software fried motherboards. The tests were repeatable and painful. We would trigger the problem inadvertentl
I love the idea that we get individualized tech trees, but could a modder create a brand new one? Suppose someone comes up with an awesome new race concept that doesn't really mesh with an existing race. Most racial changes are available. Right now it seems that only Super Ability, Tech Tree and Starship type have to be chosen from a list. Can modification of these 3 be put into the players hands? I assume this could be done by XML changes, but is there another way? Galen
In Dread Lords, their logistics number was 1. They worked great to take the first few shots of an attacking force. In Dark Avatar, the logistics number was adjusted to 2, so I could not include enough in a fleet to be sufficient cannon fodder. In DA, I only use them as scouts or starbase snipers. They never function as part of a conquest fleet. Galen
Actually, I found a way. I conquered a planet, but had only 100 million people left. It was in contested space, so the AI was going to recover it in about 2 turns. In the planet summary screen there is a button labelled destroy planet. I thought it would allow me to abandon it and recolonize later. No, it reduced the planet to Class 0. As far as I know, there is no way of destroying a planet short of conquering it. Galen
In my current game last night, I wanted to move the Anti-Matter Power Plant from one tile to another. Do I decommisssioned it. However when I selected the other tile, it did not appear in the list to be built. I loaded a save game a number of turns earlier and this still happened. Galen
I love the game, but I'll add a couple of suggestions: 1.The feature that allows you to define where launched ships exit from a planet is not working in my 1.5X game. I think I've seen posts where other people have seen this problem. 2. A way to gather intel without exposing your spy to removal. Perhaps there could be a low change of dicovery at first, but as the intel with the race increases, the spy has to take more risks and the chance for discovery increases. This could be imple
No, you aren't really getting the advantage you think you are. Super Warrior gives you a free round in the beginning of battle. Just getting the "first shot" is irrelevant if the defender is guaranteed to get a shot also. So if I'm the attacker, I get the Super-Warrior attack. Then I get the attack round. Then my opponent gets their first attack? Galen
I've not tried it, but it didn't choose it since it didn't seem useful. I don't let the AI get close enough to any fleet that matters so that it can attack. I work to keep 1 point of speed ahead of the AI, so I can sit 4 parsecs away when that can only move 3. That way I can always attack and get first shot anyway. I do tactical withdrawals fairly often. No need to waste ships on a fight I know I can't win. So I withdraw, regroup and attack. Or I just bug out to easier targets.
I've found that the single bigest hit to economy during wartime is change in spending. If the Social and Military Production is idle on a planet, little of the revenue being produced is being spent and maintenance is static. When you change that planet to build something, some portion of the revenue is spent wich lowers how much is going into the coffers. Galen
I saw a forum quote in past that indicated that defense had value on large ships because it allowed them to survive to high hit points. I have seen this myself in DL games where I had a Medium Hull survive to 3x the original hitpoints. It became unstoppable in it's class. Players that do not plan for their ships to survive lose some strategic value in favor of a winning tactic. Additionally, dead ships cannot be upgraded. I have not run the rigorous analysis on the following quote, but I suspect
One thing I'm curious about. Do AI races espionage each other? Posters have described having to keep a pool of spys available as every other race is spying on them. If I'm in a game with 9 other races and they all spy on me alone, I would be very hard pressed to keep up. Galen
I'd love to see a galciv2.com home page poll on this issue, something along the lines of: What do you think of the Dark Avatar espionage system? a) I love it b) I want to be able to choose the old system or the new one c) I should be able to disable espionage d) I want spending sliders for counter-espionage and intelligence gathering--the new units should be offense only I think this sort of poll is too simplified. It limits
Caeili, I'm sorry things didn't go smoothly for you. You seem to have your mind made up that there is only one solution to you problem, that is, a link to the game. You don't appear to have tried the solution that development is providing to you. They are trying to help. The least you can do is allow them to do so without being belligerent. It's uncommon that customers get creators trying to help them enjoy their product.
I've been reading the forums about the Engine Size change and the Mega event that slows down all ships. Having not played the beta, I'm not sure what has really changed. Can someone describe what is different with regard to engins in speed? Failing that, can I get a link to beta feature details? Galen
Actuarian Quote -- There is absolutely no reason in the world that Laser 1 should be on the component list if I have Laser 5 or whatever - the older versions of a component are never cheaper, smaller, or anything else that might be worth using them. I disagree. I occasionally use Laser I instead of III when I only have a few more points of space and I is cheaper than III with the same damage out
I'm on the first game of the campaign with version 1.3. When I get Planetary Invasion, the troop ship that comes with it has 5 troop modules. The description with the troop modules indicates that they hold 500 troops. So this ship should be able to hold 2500 troops. I launch this ship off my homeworld and it only has 500 troops on it. I go back and relaunch. I get the selection screen to define what the cargo will be. It's limit is 500. Is the limit 500 regardless of how many troop
There is a hotkey F1 that opens the Ship list and F2 that opens the planetlist Once those windows are open, F2 and F1 do not close them. I often just open the planet list for a quick look, but then I have to mouse over to close it. F2, glance, F2 would make this much more smooth for me. In the shipyard, I'd like the keyboard arrow keys to rotate the ship. That way I could change the view with my left hand while mousing with my right. Galen