@Stardock Here's a list of some features I'd really like to have when you release your modding patch. 1. Mods should be self contained. You should be able to put faction logos, faction pictures, new ship designs, new sounds, etc. into your mod subfolder. 2. I'd really like to be able to mod individual items in the xml rather than have to add the entire file to my mod. This way I can modify Biospheres without my mod conflicting with every other mod that want
CyphusBlue
@Stardock Currently Tech Tree favor text sometimes mention their specific factions. Ordinarily this is great but as soon as you create a custom faction it gets weird. My XYZ race using shouldn't keep mentioning how awesome the Yor are. It would be nice if the specific mentions of the faction was a variable for the current faction. Related to this is that some factions have specific buildings that mention the race name (specifically, the Yor have 'Research Yor' and
1. Mods should be self contained. You should be able to put faction logos, faction pictures, new ship designs, new sounds, etc. into your mod subfolder. 2. I'd really like to be able to mod individual items in the xml rather than have to add the entire file to my mod. This way I can modify Biospheres without my mod conflicting with every other mod that wants to modify a single project in ImprovementDefs.xml. 3. It would be great if ship modules could be limited to a certai
When playing a race with highlight colors that are close to the ideology colors it is very difficult to determine which trait is selected. How to reproduce: 1. Start a new game as Iconians 2. Colonize a planet and choose the Benevolent response to the colonization event 3. Open the Ideology menu and select the Benevolent tab. Attempt to determine which trait you are selecting.
The scrollbar does not stop at it's lower boundary when all projects are available. I have only tested using the Yor Tech Tree. How to reproduce: 1) Start a new game 2) Either research all techs or use the 'unlock' command to research all techs 3) Found a new colony 4) Scroll down the list of projects. Where the projects (and the scrollbar) end is past the lower down arrow. I would include a screenshot but the forum does not display
1. Selecting the Synthetic trait does not seem to disable farming techs if you do not also select the Yor Tech Tree. The tooltip for the trait advises that both farming and population are disabled. 2. It is difficult to tell what the population cap is. The does not appear to be a reasonable upper limit to population with the Assembly project. This may be by design but there are not tooltips or techs that explain this. 3. When creating a custom Synthetic race with the Yor
Because players can now choose to be a synthetic race, it would be nice if we had a tech tree and buildings that were not tied to the Yor. Ideally, it would also be nice if the Yor (and perhaps Iconians) had additional dialog when speaking with non-Yor synthetic races.
How to replicate: 1. Open any ship yard 2. Click on any ship 3. Click on "Designer" 4. Do NOT click on "Use Design", instead click on one of the ship parts. The ship disappears and will only show again if I select a different ship. If I select "Use Design", I can edit the ship correctly.
Thanks. I'm trying to correct them now.
Terran Model 32 <img src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAT0AAAB8CAIAAACUivC3AAAgAElEQVR4nOydd1xUV/bAzyvTe69vem/MDL2JNBEUEFFUelFQpCiCvcbeNWrsveskm6zpienZ9N7LppnEOLubbMmW5Jddfn8M4AAD0lSyy/mcTz6T8b17zzn3fOfed+99F4B2KWjeZPDEKgw2qcYkJnQ8qZLNF9PZXAqNgZHICILAbRUE6U0DV3QxEkHQ22U2EiQoel0xDO2iwf8auBpFO5ndLy+QgAbCAjBI5zsHuXfpXONA22Lw9oeKPIqiXcOOYWi7tEe+w5POZaEoFvwFimIkMoXKYDG5Ao5QypcRUo1JprMojQ6jN76geSOK9t/ovgkJB68FSHjnb4O5FSm1fKmSLZAMI26DWzRYA63bLVHa7urh+5stwbneiV
Here is the part on the ship designer selection: <img src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAU8AAAB+CAIAAAAr/gQZAAAgAElEQVR4nOydd3gc1bn/z/SZLTO7O2Vne++9aleyqnsv2JI7rmBscJMN7g13G2zjBtjGljF2bIvcXGoKhJCKEyDlhkASAgESSPTce/Pce7mU5Bf298es5FVbS7ZkrMt+n++jZ3Y0e+Y9r+ajOXNm5hwAAAAAQBDUugCDmyUIkgxBEATDV40gcAcX/rZVoDXkq8IIsn35EIrhpEwhZzQ0q9WIRp3dq7N5DM6AM1Zev2oP3G91xVAQ9wIM7a/yYRhwKtCv8Y8sByPL+6sKNyH+AZp/DAVjq8DYyn4MvkR7H2vgHm2SSrQXV4n269hpifbrVIn24hq4+b+lae+Sup7vtE2tMMMw3BF1BIFbVUg7
All planet portrait in the selection area (the bottom left ui grouping) disappear after I load a saved game. Between re-loads any new colonize planets have a portrait but they disappear once I save and load the game. The issue started with the 5.3 opt-in and continues in the full 5.3 release. I have a Radeon HD 6900 driver version 14.501.1003.0. <img src="data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAmMAAACdCAIAAAB3rehqAAAgAElEQVR4nOy9eZQc1Z3nK+w2drf7AarMjIh7b8S9se+R+76vtUlVKpX
I have just installed LH and the have been fighting to get the lighting correct since. I can currently on see the highlights in the terrain and units, shadows seem to be opaque instead of translucent. This is a step up from the default settings with Stylized Lighting turned on. With Stylized Lighting turned on, all I see is a blank expanse of off-white cloud and the models disappear. I have an Radeon HD 6950 and updated Catalyst to 13.12, driver version is 13.251-131206a-166389C-ATI.
I didn't even see that button. Everything works. Thanks TFL BigBANGtheory and i Nert.
Thanks. That helped a bunch. Looks like it was 2.0a that was causing issues. The last 1.x version worked for the materials. I now have a model with the right textures in Sins... Next issue: The model has dummy points in 3ds Max. (At this point I'm just scaling FrigateTechLight). When I export either the dummy points aren't being used, or more likely, are not getting exported. I enabled materials, points, and mesh in the plugin for export. The exporter does not let you export wi
Kledjor - How did you scale the model? I've got the 3ds demo and can even get it to scale in 3ds but I seem to lose all the materials on the import. I just end up with a non-textured model that crashes sins if I export it.
I have the demo of 3ds max. I have the mesh importer. I was able to import a mesh. However, the mesh seems to lose any the materials as the model is all one color in the preview. If I attempt to export it says the model has no materials. I tried to give it some default materials but it crashed Sins. All I really want to do is play with the scaling and angles of existing ships. Are there any tutorials or step-by-step instructions? I found the one for XSI but that assumes there's a working
Do you know if you can use the demo of 3ds max for scaling? I've never actually played with it.
Could you post a normal sized version of the new ship models? They look great (especially the independent missile ship). I'm tinkering with a home mod and would love to add a few ships but they look out of place since they're out of scale.
Even worse: 1) Create new ability from the Phase AbilityPhaseGateCapital (CAPITALSHIP_PHASESCOUT) to "cast" an always on phase gate on the planet. Make sure you delete any finish conditions from the buff. 2) Then modify your scout to be invulnerable (either really high shield / hull repair rate or just give it an intrinsic ability). 3) Attach new ability from step 1 onto scout. You then have a phase stabilizer at every planet the scout goes.
I wonder if you could modify the Psi AbilityFarSight ability (CAPITALSHIP_PSIPLANETPSIONIC) to create phase gates on a planet. I'm fairly certain you could modify the Tec AbilityDeployCombatTurret (CAPITALSHIP_TECHCARRIER) to create an ability to drop phase gates from say your scout... Talk about mean...
I have yet to make changes to the GC2Ships.xml. I copied it directly from the darkavatar directory as I testing for another mod. The only template errors I get are for missing ship config files for S*_PirateShip.shipcfg and S*_Starbase.shipcfg. I have also found that if I do not include the shipstyles files in the mod it does not change my ships to a different shipstyle on a reload (though it still has issues editing an existing non-userdefined ship).
Originally posted in the Modding section but this may be a bug so thought I should post here. Sorry for the spam. (https://forums.galciv2.com/?forumid=348&aid=146328) I've run into an issue with the ship styles. I created a new mod which only has GC2Ships.xml, GC2Types.xml, and the ShipStyles folder copied from the DarkAvatar/Data/English folder. When I start a new game as humans and then edit the default scout it fails to find the ship hull after saving the changes. In the ship preview
I've run into an issue with the ship styles. I created a new mod which only has GC2Ships.xml, GC2Types.xml, and the ShipStyles folder copied from the DarkAvatar/Data/English folder. When I start a new game as humans and then edit the default scout it fails to find the ship hull after saving the changes. In the ship preview screen I get the SO_Small_0 hull with the components stuck at odd places. If I save then load the save game all ships go from using the terran style to torian style. If I do a