1.4 Decreased logistics by 3 and drastically decreased ship range by 250 at the beginning of the game! Restored the life support tech tree to be as per the standard game (though not the changes to life support modules) and added a new tech branch for ship range. There are 30 of them called Range I - Range XXX. Each one adds another 10 to your basic range and the prerequisite for Range I is Xeno Engineering. This has been done to have near minimum range at the be
The Rusty Gamer
Thx. I've just done 1.4 and am about to put it up.
Hey, I was wrong! They are all relative. I got confusued with the setting in race configurations which are absolutes!
* deleted by author *
Also, why do you say to take back ups of a couple of files (for stars and races)? Does your program overwrite original files at all?
Is there a list of changes somewhere?
1.3 Range ability of life support modules on ships now begin slowly and increase exponentially. Standard Game: 6, 8, 10, 12, 14 Slow Start Mod: 1, 3, 6, 10, 15 Ship range now begins with a decrease of 50%! I am planning to tweak the tech tree with range settings next.
You can edit all the tech costs and double/triple them - whatever.
Thx for sending this to me. I've just noticed that the remove core ships option doesn't seem to work though (on either version I think).
If we don't use up all the custom points for a race at the start of the game, then we could be compensated with a bit more starting money, say 50 credit per custom point unused. Perhaps we could see how much extra starting money we get on the point allocation screen. In addition, could we be able to change the starting amout of money for the game directly? But it would mean all major races get that starting amount.
Hunter and anyone else with this problem, try emailing Cari at [email protected] or PM me with your email address and I'll email it to you.
Thx for this Brian. I like the idea of what you've been doing with the tech tree - stagger it and give both positives and negatives to some research. I started a game and glaced at the tech tree. I'll try to play a decent game in a day or two when I'm not as busy.
You could create a mod - modify the tech tree to make it impossible to research toxic or whatever. And keep super-abilities switched off since one of them gives a race the ability to build on other wordls from the start. Or simply go back to Dread Lords without the add-on. Unless you like some of the other new features of course.
Was this the thread? https://forums.galciv2.com/?forumid=348&aid=148399
I don't get it. Maybe I did something wrong but I couldn't get it to work. Does it only work for DL and not DA?
I've noticed, while modding the tech tree, that some settings are absolute whereas other settings are relative. For instance, whatever you set LogisitcsAbility to 9, that is its actual value so it is absolute. But when you set DiplomacyAbility to 10, that is its increased ability which it adds to the value already there. The advantage of relative is you can have research from more than one path to increase that ability. If I want more than one research path to
Is that right about the tech tree though? I think if you have ore than one prereq listed, that it only keeps the final one and ignores the rest.
On the planet list (particularly UNOWNED planets), we should see what kind of planet it is (Toxic, Aquatic etc) without having to click on the planet on the list to jump to it and see.
I would like the game to have a starting option to remove initial ships. Also, an option to remove the initial spaceport would be nice.
In case anyone's interested, I've updated my mod to stagger ship range. 1.2 Added two in-between range techs to research - basic range & extended range, interleaved with the life support techs. The unmodded game range was 20, 40, 50, 50 For this mod it is 10, 20, 30, 40, 50, 60
Allow random variations in the tech tree and other xml files etc. To do this I would suggest something along the following lines: In any xml line involving numbers, allow a second parameter after a comma, which would then introduce a random range. (Subsitute square brackets for " ") ie: [cost]25,35[/cost] would mean a random cost between 25 and 35. [logisticsAbility]6,8[/logisticsAblity]" would mean logistics ability
I tried the email option on your profile Goldenboy, but it won't allow attachments. SIf Cari doesn't send you the exe, I will. Just PM your email address.
Thank you.
Ok, this is a GREAT mod, just what I'm looking for except...it won't work for Dark Avatar add-on, at least not directly, only DL. What I may have to do is copy the whole DA Data directory into the DL directory and call it, say, something like "DA Data". Then point the target to that and hope that works.
Will this work for Dark Avatar?