Indorikan

Indorikan

Joined Member # 2888667
1 Posts 2 Replies 427 Reputation

@androshalforc you are exactly right, this is exactly what I meant. Same with the priority idea. You should have the build queue option under the govern tab. I swear this used to be in a previous Gal Civ version as well but it's been so long. On another note, thank god they've added the filters, but I was hoping for something a little more useful. Sorting planets by class or what they are building should be an option and sorting ships by name, type, hull size, and whet

16 Replies 82,654 Views

After having maxed out the research tech tree, I started thinking...since there's no more point to researching anymore, might as well delete all the research improvements and replace them with others, right? But what if there's a mod that lets you continue to push the boundaries of every important aspect of the game? For instance multiple new end-game tech branches that let you continuously research maxing out your ships hull capacity, fleet logistics, L/M/K damage output, L/M

1 Replies 3,873 Views

Also been having this issue, but I have usually been able to save and reload because it was just a buggy anomalie that my surveyor ship was exploring and it got stuck on it and was unable to finish moving. This time however, at turn ~645 all my survey ships, colony ships, scouts and constructors finished moving, the drengin race finishes moving and then sometime after A.I Sentinels (my custom race I created) fini

16 Replies 17,011 Views

@mottikhan Although I could reword the listed items, I prefer cutting out the ol "ass kissing and beating around the bush" routine and getting straight to the point. As a fan of the Galactic Civilizations series and a customer, I love this series, but the game is clearly unfinished and it stinks. There are a lot of bugs and a lot of things that were implemented into the game, but they havent been use

16 Replies 82,654 Views

Allright, I've got a problem....all the ship templates ive made in DA and all that time I put into those custom models...I would have expected to just move them into the TA folder and expected it to work BUT now when I run TA, it doesnt even recognise them or show up anywhere, its like it completely ignores it and further more, all the custom weapons and tech's and races ive made...if i even edit the GC2types.xml and put the old stuff in the game just cant take it and crashes.

1 Replies 3,199 Views

[quote]Indorikan, you do know that none of that is moddable, right?[/quote] I know that you can't edit it, but I also know that those abilities WILL actually work if you put them on a weapon. For instance the "Missile" ability makes whatever enemy the ship attacks attack the enemy but blow up in battle and deal a lot of damage to it. The vampire ability also works so I'm guessing that all the abilities will function if you put them onto weapons...I'm just starting to t

13 Replies 7,216 Views

[quote]I'd like to point out that the .str files are merely cosmetic and contain strings that are displayed on screen. Modding them will not affect how the game actually plays.[/quote] Yeah I realised that just by looking at it, but it contains information of what abilities you can put in on a weapon or a module. I think the Vampire mod actually works concidering the ships actually regain HP after battle after I equipped my ships with a weapon that had the "Vampire" ability. <b

13 Replies 7,216 Views

[quote]What I see is: basically you don't have a clue what I'm talking about. Let me explain. What you're proposing is just lots of stuff that will make game more complex. More complex doesn't mean the gaming experience will be better. In fact it will be worse, because in lots of cases computer players (AIs) will not be able to properly USE items you've described. The true secret why this game plays so good is it's so simple the game AIs can handle it, and put up a good fight (at least most of t

13 Replies 7,216 Views

Actually, I just figured something out, it's only the modules that dont work if you put the special ability in them. However, if you make a new weapon and copy the " Vampire " Ability in the weapon then you can equip it, havent been able to find out if it works yet though....but for some reason all the enemy AI's equiped it instead of any other weapon (probably because I set the amount of damage it deals to 78 and made it require a simple tech upgrade to learn it b

13 Replies 7,216 Views

Wow, I'm amazed with the amount of responses so soon hehe. [quote]An interesting question. Even todays aircraft are not anymore limited by air friction or inertia. The weakest part is a human. More that 5-10G acceleration and the whole crew becomes unconsciousness or dies.[/quote] Since were talking about Ships and Nano Robotics in this game, eventually more advanced ships shouldn't be "manned" at all concidering the limitations which humans would have vs a computer with the "m

16 Replies 7,289 Views

Ok, so allready a few of you are aware of the other "Ship Abilities" in the English.str file under: C:\Program Files\Stardock\TotalGaming\GalCiv2\DarkAvatar\Data\English\ (if not open with notepad to see it and click Find and type in "Vampire") So I thought I'd try to mod in 3 of these abilities into a new weapon or module, Mainly "[ShipAbilityVampire] Vampire" How? ->GC2Types.xml: <Module Name="VampireModule"&g

13 Replies 7,216 Views