Wasnt sure if I should post this here or in Modding - decided on here because its more of a bug than an error on my part. I have downloaded some custom races to play as and ive noticed that my gripes about Custom Races that I aired before 1.2 of Dread Lords is still there. Starting with the custom races i notice that the problem of star systems appearing with the same name as the home world of the custom race instead of as the names specified in their XML files. Example for
scotgaymer
I like that idea killer... When you create a race specify if its Organic (maybe even divided into Carbon Based ala Humanity and Silicon Based ala the Silicoids from MOO), Robotic (ala Yor), and Cybernetic (ala the Borg from ST).
Addtionally ive discovered its the same whenever i "fleet" some ships like transports or constructors.
Im experiencing movement problems with my tiny and small ships. I can only move them one week length at a time. If i click more than one week distance away the ships dont move at all. But it only affects Tiny and Small sized ships; constructors, colony ships, miners etc move fine as far as you like. This is in the Dread Lords campaign (which i decided to replay) - it also affects the Dark Avatar campaign; im not sure if it affects the main game tho. Its not game breaki
[quote] To adress your questions: 1) about the planet settings, I meant add it as an in game feature, rather than having to mod the thing myself. 2) I'm not sure... Comunism, environmentalism, maybe a colective? 3) what I mean is the "styles" of ships, in the dark avatar expansion, there is an "Create ship style" button but it has never worked for me. Any other ideas? [/quote] 1 = Ah I see what you mean. Le
[quote] I don't know about anyone else, but I love the fact that I have the freedom in GalcivII to create my own races. It's one of my favourite parts of the game. But I wouldn't mind seeing some improovements made to it. Here's some of my ideas: - add a system for creating the "noun" and "verb" of your race. Right now all the foregn races identify you as just your empire name, rather than species like they can for eachother. I remember t
And after 22 days there is still no reply... Jeez this is supposed to be the more active forum; and yet no one seems to be around...
I completely agree with that. GC2 was supposed to be a lot more moddable than GC and it doesnt appear to be at all. Also I was wondering why only some of the Minor Races appear in the RaceConfig.xml and not the others? While GC and GC2 has a profound comedic element to it - which is fun, I dont really like that a lot of the names for things like Races both Major and Minor, Leaders, Star Systems etc are completely unreal
Well I seem to have got it sort of working... By adding the changed information into the CustomPlanets.xml also... But now I find that the changed info for the Minors - like the Snathi appears now but not correctly. For Example the star is called Snathi Hegemony instead of Regulus and the home world called Snathi Hegemony I instead of Snathis... Im definately confused - there must be something we are doing wrong I
***Bump*** Anyone?
Hi guys. I have recently been exploring modding GC 2 slightly to change the Race Names, Leader Names, System and Planet names of the Major Civilizations and the Minor Civilizations included in the RaceConfig.xml. Because I dont particularily like many of the names in GC and GC2 - however where in GC you could change the name manually in game for ALL races, you can not do this in GC2 which is most annoying... This
Undertaker - ive just read that preview thing at IGN.com and well it looks like Gal Civ 2 is shaping up to be a Master of Orion 2 clone. I mean a worse MOO2 clone. As far as I can read it, Stardock hasnt really listened to what the fans wanted in the sequel. Or at least they have only half listened and implemented it in a half hearted way. What was the point in asking us what we would like to see if they were subsequently going to ignore us for most of it and basically clon
Well it looks like to me from that screenie that stars, planets, and other spatial bodies are entirely seperate entities having nothing to do with each other. Perhaps I have misinterpreted what the screenie shows - but I dont believe I have. And since that is the case it looks like Stardock has misinterpreted what was asked for in relation to being able to select individual planets from in system as part of the map. The screenshot doesnt make sense to me. Either im missing
[quote]#143 by Citizen GalCivCobra - 12/2/2004 5:11:59 AM Hey, I think I have found a frist screenshot of GalCiv2. I like the picture! : Link [Message Edited] [/quote] If this screenshot is really what the game is going to be like then i think Stardock has SERIOUSLY misunderstood what we as a fanbase have requested in relation to the "planets and such being part of a sector" question. We didnt want this. This looks entirely stupid based upon the fact that
[quote]What is the difference with the actual political party?[/quote] [quote]Point six I'm not clear on, it sounds like the political parties to me too![/quote] I think maybe he means multiple human states...like a schism in the alliance which causes a war which causes several human states. Like the Human Imperium, the Free Worlds Alliance, and Free Traders Federation and such like.
[quote]If you do this, I'd like the option of simultaneously researching each of these separate trees. The overall research level vs production could be set with sliders like it is now. The individual allocations could be set with a sub menu of sliders for each of these separate trees. That way one could emphasize "propulsion" for a few turns while still researching weapons, industry, etc. [/quote] If you check out the old THQ space strategy game called Pax Imperia: Eminent Domain t
In order to appease those who think that system colony claiming that occurs currently in Gal Civ where the player or AI colonises one planet and locks that entire system out of colonisation is a good thing I propose that there be an addition to my individual colonisation there be a claim system function. What I mean is if there is a 7 planet Copernicus System and the Alliance rules 5 of the 7 worlds (above 50%) and the other two are ruled by the Drengin Empire then a Claim System button
[quote]As Imperium Galactica 3 is in late development, and has a much larger budget than I think Stardock can afford, Gal Civ II should probably avoid drawing too close to the imp gal formula. [/quote] Actually IG3 was renamed to Galaxy Andromeda - and then later cancelled because the company making it screwed up and miscalculated the cost of making SEVERAL Of the games they were working on. So they cancelled the one that they deemed to be "Least" popular.
I think people just bitched about Call to Power for the sake of bitching about it really lol. Have you ever played Imperium Galactica 2? Cos id have to say that they have the best combat system I have ever seen in a Space Strategy game. Its similar as the system in MOO but not quite as unweildy and confusing. Its ten times simpler and easier to use. Its also far more pleasing to the eyes too. Its hard to explain it really... You view the battle from above, and the battle
1 - Well do excuse me for thinking that everyone would want a nicer looking game for the sequel. Stupid that. 2 - Seperate planet colonisation IS definately needed, simply because a race colonising one world in a system and blocking that system is totally unrealistic and wouldnt happen in real life. Not to mention the abuse in games that it gets from players quickly colonising as many systems as the can and thereby blocking off dozens of worlds to the AI and potentially crippling said A
My suggestions are what I thought were the best points of a lot of other games. I gave them for consideration because well if there was a way to include some measure of most of my suggestions into GalCiv 2 then I think it would be the perfect space based strategy game. I realise that there is no way in this earth that all of my suggestions would be used - but my first 6 points I think are a must for GalCiv 2; something that we all agree on.
What I mean by turn progression is changing from a "press enter to end turn" system to a system that "turns" automatically and you are able to change the speed of said turns. Like in Imperium Galactica 2 or Europa Universalis 2, or even Warcraft/Starcraft. Maybe it wouldnt be feasible for a game like this and a turn based system is better. I dont know - was just a suggestion that maybe an alteration would be needed to facilitate the changes I suggested. As for the Splinter
[quote]I think I would buy it, but I am almost certain when GC II does come out there will be clear value to game. There are lots of games such as any sports game, civilzation, flight simulator which are just updated graphics and a few new features. I find them worth the upgrade.[/quote] Actually Civilization, Civilization 2, and Civilization 3 are entirely different games. That is why all three games are still playable today - because tho the games are part of a "Series" a
[quote]GalCiv II will be a sequel of GalCiv, and in that sense I think we should not drift off too much from what makes this game enjoyable. Especially point 7 would change the game too much, and GalCiv is not Imperia Galactica or any of the other games you referred to exactly because of the things you mentioned. IMHO a good sequel should be a continuation of a good game, with new plot and levels, new places to explore, items to find, things to see. Optimally it should be one which patc
My Suggestions that id like to see but aren’t absolutely needed 1 = Ship/Orbital/Ground Unit Design . This seems to be a popular request, and its one of mine too. The Option to “Create” your own ships, Orbitals, and ground combat units is a good thing. Again see Pax Imperia and Imperium Galactica 2 on how this could be done – and see MOO3 on how NOT to do it. 2 = Planetary Classes . Change the classification of planets to the Star Trek (or the official way