Thanks for the info guys. In the case of making new techs, does the same hold true for improvements and ship parts as long as there's some kind of model attached to them? Also...I'd personally kind of prefer to use the tech editor because I THOUGHT it would be easier...but it doesn't really seem to be able to do what I want. Honestly, I don't really know how to use the thing.
Tharios
It's not particularly clear from the guides I've looked at regarding how to mod, so I have a question ... I'm currently trying to mod my TotA techs and trees to better reflect certain cultural themes among the races as well as to be a little more viably balanced. As such, I'm also modding various Improvement attributes, Ship Part attributes, and other attributes to suit the changes to the techs and trees. So my question is this ... if I mod the TechTree file, do I need t
[quote who="Ramza1" reply="3" id="2880648"]sigh...but the person i saw didn't use mods and had the original game.....is there somewhere i can gt this Dark Avatar for free cause the only reason i bought this one was to play against my own opponents.... Also i don't do online shhopping with credit cards cause ive had bad troubles before[/quote]I sympathize with your credit card issues online, but you're out of luck. The only free versions will be pirated versions, which I oppos
Well...completely by accident, I managed to get it all sorted out. Apparently hitting the default button in the mod-folder selection screen causes the change over. So now I've got the right folder, but can't get the batch file to copy correctly. Ah well.
Crud...I don't think I have that much patience.
It's in the right location, and I finally figured out how to get the game itself to look in that folder. Right now, it's in galciv2/twilight/mods/khsm-ta Still not having any luck though. Might I be able to copy the model files to the correct place manually?
No good on the reinstall, same result.
[quote who="kryo" reply="294" id="2876719"]Run the batch file (may require admin/UAC disable on win7).[/quote]I ran it as admin and it didn't help. I checked the properties and it was blocked, so I unblocked it and ran it again, and it still didn't help. I ran it unblocked as admin finally and it still hasn't changed anything. I still only have the capacity modules and extra little lights. I'm going to try reinstalling it entirely though, and see if that does any g
I managed to get the mod folder issue sorted out, but now I'm having romcas's problem. The blanks and some of the extra jewelry show up, but not the engine, weapon, hull and other extra jewelry.
Ok, since my other thread isn't getting ANY views, I'll just ask the question here. I can't seem to change the default Mod folder for TotA. What am I missing?
I think another thing that would make such natural and artificial wormholes a severe (and hugely fun) game-changer would be significant reductions in ship ranges. Like start with only one sector's worth of range around a planet or starbase, plus one sector per tech researched. That would result in...6 sectors-worth of range with no modules on a ship? Personally, I'd say cut it down even to half a sector to start and per tech. On the subject of natural vs generated wo
You keep saying I'm stating opinion as fact as if somehow it ONLY invalidates my points. I'll admit in the speculation department I'm playing it closer to the chest than you seem to be. Much as I like technology, I find it naive to think that all things are possible and that technology inherently solves problems (to which our current world is glaring proof to the contrary). But we're ALL speculating here, I'm just being a little more realistic about it. Not every advan
Technology has hard limits. They are vastly beyond what we have now, but since we aren't particularly advanced that's not saying much. Never will there be a time when we can construct Dyson's Spheres, for example. It just won't happen. Being visionary is one thing, and is commendable, but having one's head in the clouds is a psychiatric disorder; as is the desire for the artificial over the natural. I had a feeling you were going to mention the kinds of mega
I already mentioned those advances in space-saving design, actually. The question isn't about just fitting people onto a planet's surface, it's about doing so with minimal ecological impact. You could fit an enormous population into a relatively small area if they don't mind being packed like sardines (which will inevitably lead to greater violence). But the result will be that the ecosystem in the region will be hugely destabilized, to say nothing of the fact that having
[quote who="LTjim" reply="14" id="2874731"]"it's not even remotely reasonable to conclude that 20 billion people could live on Earth without consequence even with such technologies." That would seem to be a bit insulting, though perhaps it was not so intended. If one read the original post at the top of the thread, it would appear that the planet involved could be any one in a space empire, like are found in considerable numbers in the game as the population grows.
You seem to be assuming that all technologies are possible. It's the same kind of thinking that dominates most concepts of aliens; anything is possible. On worlds where the global average climate is similar to any particular average region on Earth, life on that world will be recognizable in comparison to life here. There won't be polar bears at the poles, but there might well be creatures that strongly resemble them. There will be no 6-legged cows or flying beavers or
It does indeed. One bit down, now just need to sort out my mod directory problem so I can start modding and testing the results. On a related note, it's done by using an additional tag for each prerequisite, correct?
Is it just me, or is there a notable lack of TotA modding updates? In fact, most of the modding tutorials and guides that exist seem unfinished on the whole, let alone not consistent with TotA. Oh well I guess ... if anyone happens to know where the MOST complete AND up-to-date guide or tutorial is, please post the link here? Anyway, on to my non-rhetorical questions. Is it possible to make a tech that has more than one prerequisite? If so, doe
Delete
After looking over the readme, it appears that I have no prefs.ini file at all, and so I have no idea how to change the directory. I had to create a mod folder for TotA, also. I'm using v2.03 of TotA, having installed all three packs by downloading. I have to admit, I'm completely clueless on this.
It is not possible to sustain multiple billions of human-sized life-forms on an Earth-sized planet while maintaining ecological balance. Clean and efficient energy production helps marginally. The problem is food, not energy. It takes massive amounts of territory to grow enough food for that many people, and utilizing entire regions for the purpose (as with the American Midwest) is irrevocably ecologically devastating. "I don't get the impression they fret much over th
Here's my take on some things that should be features of GalCiv III or a similar style of game ... I repeat, these are suggestions for GalCiv III or some other entirely new game, and not any kind of expansion. There are many details behind each suggestion, as well as reasons so while I appreciate opinions, please don't dismiss these based on what's here. If you think something might not be workable, I'd prefer you ask for details before simply dismissing something out-of-hand. &nb
Some of what I suggest now will be things that have already been mentioned, but I don't want to cherry-pick those out of my overall post, so we'll just have to deal with the repeats. I like the concept of a certain randomness in research. Not constantly...but you research a technological concept and sometimes it turns out different. Maybe not as extreme as researching a laser and getting a planetary improvement (although maybe once in a few dozen techs that might be ok), b
Carriers are a long-time and legitimate aspect of naval warfare, though in modern times the aircraft carried are intended to strike land-based targets rather than enemy fleets (but, that could just be because there are very few if any fleets that can go toe-to-toe with an battlegroup of American vessels and even survive). Odds are, fighter craft would be used for engaging fixed installations such as stations of varying types, or specific installations on a planet's surface. Inst