Good point. Most of my ideas need to be tweaked fro balence, like the "recruitment" thing. EDIT: Have found a way to keep them from just spamming mines everywhere: have the fields/expansions take up a certain amount of Logistics. No more Logistics, no more mines. Maybe also add an up-front cost to each fiedl.
Scoutdog
[quote]Whenever I try uploading, I get an error message that says : Cannot find the object "sdnet_accounts.dbo.tb_Accounts" because it does not exist or you do not have permissions.[/quote] I'm actually a little relieved: I though it was just me! Still, coud some-one take a look at this thing? It's keeping me from uploading my first-ever posted mod!
I would also like to see the AI name the planets it colonized from a preset bank of planet names unique to each race: alphanumeric for Yor, lots of consonants and apostrophes for Drengin, maybe something like "New Korea" or other nation-oid trems for the Terrans, et cetra.
[quote]And no ships could warp through it, unless they attempt to clear the field, they would have to navigate through at speed of 1. High Speed Warping through would obliterate any ship. Same with the owner of the minefield, but they would not take damage since they know the exact minefield layout, therefore could navigate through it slightly faster, say speed of 2.[/quote] Or, better yet, have the speed be controllable by the player, but higher speeds have a much greater liklihood o
There is an "AI willingness to trade" field in the tech tree files that goes from 0 to 100. Either decrease all the values by the same amount in notepad or in the builtin tech editor.
I don't think so. Saves seem to save EVERYTHING, so you would probably need to start another game to rectify any problems. Still, I will need to look at the mod in greater detail...
MINES: Have a "mine module" that allows ships to lay a minefield in a given square (possibly have the module be able to do this only a limited amount of times before having to return to a friendly planet to resupply). That square would then have a high chance of damaging any ship that entered it (although some ships could slip through). Ships with weapons could also take a few turns to clear the field.
Decided to revive this old wish list now that I have linked it to the "what do you want in GC3" thread. 13) Have modules for ascension starbases (that is, if Ascension victory or something like it is included).
One word: link EDIT: Oh yes, also this one: Link
Did you mess with the files in that time? Check to see if they are still there: I have heard that some viruses can delete stuff like that...
[quote]Errr... how do u enable cheats?[/quote] Go into the C/Program Files/ Stardock Games/ GalCiv2 folder, which has all of the files for the game inside. You will see three different objects with the game logo on them. Right-click on the one called GalCiv2, and select "create shortcut". You can then drag the shortcut to wharever you want it. To enable cheats, right-click on the shortcut, select "properties", and find the line in the window marked "target". Go to the end of the text
[quote]The cheat itself should be 'responsive' to whatever mouse normal behavior (incl. a third scroll button) in the X-Y-Z usual range. Touch pads react on the flatened plane built into the digital array itself. Electronically it can't find depth cuz it ain't there. That's how i understand this stuff, anyway.[/quote] By "X" I mean parallel to the grid in the game world, and by Y I mean perpendicular to that grid. I have a center button and a touch-pad version of a scroll wheel, so I
There isn't one that I know of and it would really mess up the balence and gameplay, but it is easy to do. Look around the fporums for tutorials, and if they don't help you, I can if you give me the version of the game you are playing.
Curious... when I use this cheat, it frees up the camera along the Y axis (vertical), but my X (horizontal) rotation remains locked. Maybe this is because I am using a laptop's touch pad as opposed to a mouse....
[quote who="mADDYman" reply="4" id="2029747"]... well at least gravity is still a mystery for me. [/quote] Yes, although scientists know that gravity is a "dent" in space, the actual mechanismas behind it are still relatively unknown. There are many theories, but no-one knows for sure...
You do know that you could post this as a mod in the Library if you want to... It's a fairly easy process that would save the rest of us who would like to use these a LOT of work!
I do not think that the software you are talking about even exists. I have looked for something that works for months now, and have found absolutely nothing! The bottom line is, any progam that can do anything worth downloading it for is going to have a price tag attached. Interstingly, Blender DOES load the ascension crystal model for me, but minus the texture, and it rejects anything else. Will have to do some more experiments with it...
Actually, considering what I have read, today's telescopes and instruments would probably be unable to even detect a wormhole, and even if they did, it would probably be mistaken for a regular old black hole. In fact, ALL black holes may actually be wormholes, we just don't know it yet. Of course, then there's the problem of where all the WHITE holes are... but maybe we can't detect THEM, either!
Wow, somebody who knows more about physics than I do. But what if, hypothetically, you were able to send a particle (or, better yet, a group of them) into the hole that was entangled to another particle/group you kept outside. You would be able to gather some data based on what happened to the particle(s). Granted, the temporal wierdness might make you wait a bit or get the data BEFORE you sent the "probe" in, but you would get it... [quote]while creating conditions giving immuni
Have you tried this with other races? This seems like a glitch in the game itself: renistall the mod, and if that doesn't work, reinstall the entire game.
[quote]lol, someone's been doing their homework. [/quote] Yeah, I've always been fascinated by astrophysics. Most of the quantum stuff is a bit over my head, but I still like to read about it. I for one am a big disciple of the many-worlds theory... but you don't rerally want to listen to me drone on about parallel universes. Suffice it to say that in my mind, space would need to be curved or spherical for wormholes to exist, and the fact that no-one has seen them may be proof that sp
I have also seen computer-generated images in science publications of what a wormhole WOULD look like on its own: there is a spherical warp or bulge with an image of whatever is on the other end in the middle. In space, it would be almost invisble unless it connected two areas that looked radically different, or had gas or something else spiralling into it. If it did, it would probably look like an orange-yellow-white version of the GC2 anomaly.
[quote]erm... physics still can't explain either phenomina. Black holes are a mystery, they have been proven to exist but as for a physical reason why they exist and why the can even consume light is unexplainable. So science left the matter as a mystery of nature and only a few teachers bother to teach it. A few black holes have been sited but none anywhere near the sol system. they arn't all black either just so you know. Wormholes are only theory work. science isn't s
AFAIK, the weapon/defense types are hardcoded, so unless you want to mess around in the source-code (which I do NOT advise!), you are stuck with the ones you have. The tech tree IS moddable to be less linear, but no-one seems to have done it so far. My advice: mess around with the tech editor that comes with the game: It's a great modding tool. You CAN change the names of the weapons and defenses by modifying several files, but you are stuck with three.
1) DO NOT change the font color to black, as this makes it invisible! I had to highlight all the text in your post to read it! 2) These links may be helpful: https://forums.galciv2.com/forum/346 (General game stuff), https://forums.galciv2.com/forum/483 (TotA-exclusive section), https://forums.galciv2.com/forum/347 (gen