Is it possible to actually create new kinds of bonus tiles with hex edit (I don't think it would be, but I hope I'm wrong...)
Scoutdog
[quote]using Blender & their DirectX plugins[/quote] I am searching unsucessfully for DirectX plugins for blender myself. If you could give me a link to the site where you downloaded your version, it would save me a lot of Googling...
[quote]ToTA? Hopefully in a few days... [/quote] Actually, it took me more than a month, but I finally got it. Unfortunately, my 2003 Toshiba laptop lacks sufficient processing power to play it without horrible lags, so I haven't really gotten a chance to see what it has to offer.
[quote]plus a couple of hundreds more along with some 'shareware offers' such as Blender).[/quote] I tried opening one of the UV map files with Blender, and they are NOT compatible.
I can't do anything about the search function, but I can tell you that those bonus tiles are IMPOSSIBLE to mod. I really wish they were, but no matter how much I complain the devs will not (maybe just cannot) make them moddable!
A way to avoid the "genocide run" problem would be to have the transports get destroyed if every soldier on them dies on the planet. But I agree with your (and your roommate's) point. If you conquor(sp?) a planet, your transport should be in orbit over that planet afterwards.
[quote]It is one way, albiet probably the main way, to add RePs to the base stock each player is assigned @ the start, along with improvements, maybe anomalies & resources, and techs.[/quote] And ethical choices. Let's not forget those.
With regards to the star-destruction thing: maybe have some stars be "Nova Risks" i.e. @ the end of their life-span or just naturally unstable. They would have an icon on them like you get on planets, as well as a "Our astronomers predict that this star is likely to explode" popup if you colonize one of the planets. You can colonize the planets around such a star, but you run the risk of it going nova and destroying all the planets and any ships that get too close.
What program did you use to create the race portraits, & where did you get it? I have attempted to create portraits before for other mods, & have gotten nowhere.
I am basically undecided with regards to liking/disliking the plot, but humans having stargate technology by 2025 seems a bit unrealistic to me. My advice: either set the dates ahead significantly (as in stargates by 2100 or so), or have the stargate device be alien technology that somehow found its way to Earth.
I cannot answer 1 or 2 because I am impulse-phobic and still use Stardock Central, but as to 3: This is the normal behavior of the AI at normal, plus the fact that the campeighns start out easy and get more difficult as they go on.
There is another post on this site that you may find useful: Link
After running some experiments with images that happened to be lying around on my desktop, I came to the same conclusion as you that the cursors are not really "meant" to be modded. As for the left-handed cursors, you're right that the INI file was not really meant for Gal Civ and that left-handed cursors need to be supported in code. Over all, it doesn't look that good if you want to mod cursors. I would recommend just what yo're doing, namely backing up the original and r
This is really wierd. I'm going to mess around with cursors myself and see what happens when I change them.
[quote]Also, it doesn't seem possible to throw the modded cursors in My Documents/My Games/GC2TwilightArnor/ and have them work either.[/quote] You need to give your new cursor the exact same name as the default cursor, and put it in the exact same folder for it to work. [quote]So far as I can tell, nothing I change in the INI file for a modded set of cursors actually has any effect. The cursors themselves definitely work (they're basically flipped horizontal
ToTA? Hopefully in a few days... [e digicons]:grin:[/e]
Yeah, looks like this wish list has gotten a bit out of control. Guess that's what happens when you mix a perfectionistic streak with extreme verbosity.
12. In the race selection screen, have the computer assign all of the ability points not assigned to abilities for AIs be randomly assigned. This would close the tried-and-true AI-nurfing strategy of giving your player all of the abilities you can while you give the AIs none, as well as making it possible to include something like the Pants Penalties mod as a default part of the game w/o screwing up the strategy.
Or you can buy or te=rade the offending colony ship from the trade screen. Of course, it's more productive to let them colonize, then flip, but if you REALLY don't want themm to get that planet for some reason, then buy the ship and decomission it.
Odd, it seems to have resolved itself. Maybe I atoned for whatever I did in my past life.
11. Have anomalies randomly appear in space throuought the game. It gets boring after all of the anomalies have been snapped up. Maybe they already do, and I just don't notice it, but it cerainly seems like there's a finite amount. This is not realistic and it makes the game boring. Maybe even have a non-participation event (or whatever the heck they're actually called) that incresases/decreases the frequency of generation, like a recession for anomalies.
I know it's a bit late, but I second that.
[quote]For invasions, the soldiers from the transport fight to the death against the soldiers on the planet. If the invasion succeeds, the planet's population stays the same, and the surviving soldiers become that planet's soldiers.[/quote] Maybe have invasion tactic penalties include killing a certain % of civillians, along with destroying imps and lowering planet quality.
REPLYING TO WILLYTHEMAILBOY: Good point. I like the idea of not getting the benifits until the money is paid, as well as the more expensive costs. As to the problem of players flipping , I was thinking of having the bonuses for choices that do not match your alignment be sharply reduced, i.e. if a Good player chooses an evil choice, that bonus is not nearly as good as if an evil player made the same choice. That would prevent the player from flipping to get the best choice, while stil
Of course, millitary ratings should factor in the number of troops, not just ships.