Thats stupid. It prevents from adding to the tech tree, and adding techs that would leed to new ships, and improvements. Really stupid. Hopefully they will fix it in the expansion pack.
hut101
AAAAAAAAAAHHHHHHHHHH. All my text got lost. In a since you are correct. The game is not robust enough to create a wide veriety of modding. However, mods are needed to add to the game, and make it funner. There is a Star Trek Total Conversion Mod right now in the works that needs new events, story writers, ships,..... Like I said Total Conversion. There is also a Balancer Mod out there that plans on changing parts of the game to balance thing out to make the game funner. Every game modding commun
Well, we are basing our mod on TNG and DS9 which will include all those as major races except for bajoran which have about two or three different ships and no major power at all. If you check the site you will see our progress. The cardassian and Dominion will be two seperate major races, and teh bajorians will be a minor race.
Cant be done. Ships are ships and Star bases are star bases.
I need a helpful guide to making a new ship using GalCiv's Ship Encoder, and Dark Rain's Ship Rotator. Thanks.
I am working with some one to make our own Star Trek mod. The link below goes to our Forum where we are talking about our mod. http://www.cdgroup.org/forums/tbs/gc/index.php?h=1&pf=98
Hey JesusOfBorg , can I use your Nano Mod V2.0 for my new Star Trek Mod. Thanks.
It can be any picuture, but then you must change it to 640x360 and change the file to .pcx 8-bit (256 colors).
Try here and see if it helps. If not post there. There are dozens of modders there that would love to help you. http://www.cdgroup.org/forums/tbs/gc/viewtopic.php?t=210
As far as I know at weaker levels you get an economy bonus, and the AI get handycaps that lower it's economy and other stats. At very high levels. You get handycaps, and the AI gets bonuses, like extra money from population, trade, and better weapons, higher population growth.
hut101, Desert Fox are so far the creaters of our own Star Trek mod soon to be found at Galactic Civilizations Forum Index. We need graphic modders, and ship makers. Oh, can some one please let me have the files that have to do with the Star Trek mod that has allready been created. I would like to see what has allready been worked on. [Message Edited]
Hopefully they will add the ability to choose if a ship could move or not.
See if you can host your save game for people to see it, and offer suggestions on that.
I took your advice and made my survey ship with sensor range of 60 so I could see the entire map at once. That was on a small map. The only problem is the Drengin either take over the map early or loose early, so I can't find their dreads, or excaliburs.
Found battle axe. Here is a picture of it in-game: http://www.maccommandos.com/images/battleaxe.jpg
Found constructor. Here is a picture of it in-game: http://www.maccommandos.com/images/Constructor.jpg
Little problem with the political party moder. When you create a new party it says the next avalable ID is 50. So I let it keep that. When I go to commit changes it says you can't have anything 50 or above. Well I find out 8 in the next avalable ID for me and the highest ID is 49. Can you do something with it so it gives you the next ID avalable.
Thanks for the information. Just thought I was crazy seeing that. //------------------------------------------------------------------------ TECH 999 ImpossibleTech //------------------------------------------------------------------------ Name "Impossible Tech" Model "" Tech_Requirement "ImpossibleTech" Research_Cost 55000 Overview "If you're se
//------------------------------------------------------------------------ SBMOD 140 BOOKEND //------------------------------------------------------------------------ Name "You snooping in my file, boy?" Model "Starbase01" Tech_Requirement "ImpossibleTech" Module_Requirement "OverlordKiller" Description "La la la." ModuleSize 2 LocalAbility "StarbaseDefense" Lo
Anyone know what the SB model BOOKEND is. I look at it using the GalCiv Writer and it won't let me edit it with the Writer. It uses Model ID 140. It gives me 24 to startbase defense. It is in my coremodels file. Does anyone else have this SB Model or am I the only one?
1)Waypoints 2)A way to set density of stars in the galaxy 3)Extended Research menu 4)No limit to trade routes. Needs to be based on all techs that add trade routes, what the UP votes on, and treade goods. 5)Posibly more major races 6)More uniqueness to ships 7)Some menu for constructors, so they know what to do and automaticly update the star bases. All we have to do is set up a govenor list, and pick what star bases we want to follow them.
1) Are you selecting a ship with the left mouse key and then clicking on the map where you want it to go with the right mouse. 1) To deselect a ship I think you would just click anywhere on the map with the left mouse key. If this does not answer your question please respond.
Anyone else have already made Star Trek ships? I will look into pictures of federation ships. If you Star Trek Armada, you might be able to get them from there.
Galactic Wonder: Planitary Solor Collector. A solar shield that covers the dark side of the Home Planet in the Civilizations empire collecting power, and raising the economy by 20%. Just one idea. Make it early in game with a small mantiance cost to it if possible.
I unpacked the GVBox.ocx into my GalCiv Writer folder and started the Writer, and it showed the images. Then I relized I did it wrong and I was suppose to also use the Run command to register it. So I don't know why it showed when I skip some steps. Also, when using the Run command I had to use this: regsvr32 "Path that the file is" You have to use the quotes or it will say it failed, or at least it did on mine. Any comments.