Hey, just tried the fleet bubble thing and it does work. Using one ship, with a warp bubble, brought the fleet speed up to 4.
Draslin
Huh, thats a good one though. Wonder if it destroys existing terror stars or not. Build four or five, the law comes up and then you use your influence to ban anyone else from building one. Cool.
Yeah the logistics would make sense. Eh, I don't mind if thats the way they want the standard balance to be, I'm mostly miffed about the modding difficulties/roadblocks. Thats part of the greatness that is GalCiv. "I think it should work this way. " And GalCiv, being an obliging sort of fellow channels its inner Patrick Stewart and says " Make it so ." As an aside, It would be interesting to see how loading up the terror star with Military Starbase enhan
Well crud, thats disappointing. I had thought it was an intentional thing, it made sense. If the warp bubble can help along however many ships, why not a terror star? Oh right, arbitrary implementation of a deus ex machina mechanic. Again it would be nice if it was moddable, if I wanted I could create a free hull with 10000 hp, and a weapon that does 10000 damage for a build cost of zero available only to my custom race at start but I can't mod the speed of the terror stars. Oh Noes!!
Err, not that I oppose the direction this thread has ventured into, but on the original topic... :-p I tend to play the largest maps possible for a number of reason that I'll keep brief, I also go for occassional stars, planets, and habbitable planets. What I'm after is large clusters of stars with almost as much empty space between the clusters. Range, Speed, and Sensors all become much more important in such an environment. Some of the things I do to "secure" the universe.</
I remember doing it with the full release, it might have been patched out of the game since then. Haven't gotten a terror star put together since but as I recall it was sort of buggy. If you had more than one of these bubble ships in the fleet, or any other ship for that matter (1 bubble + 1 TS = Go!) it wouldn't work. And an aside, honestly I don't see why it should be hard coded. If people want to mod the ship to greater speed, why not let them? Even with the bubble fleet, its only
You can speed up the terror star by fleeting it with a ship carrying subspace bubbles or some such, the module that increases fleet speed. Use only one though, I've had strange results.
Do core templates and core ships have a technology required tag? I need to prevent templates and ships from showing up before time. This only seems to be a problem with core ships and templates. Custom ships and templates adhere to my modded tech requirements normally. My problem requires a little back story. I have modded the tech tree such that there is a branch for construction technology. Small scale building through Massive scale building. Each tech of that branch gives a
I was negotiating a peace treaty. Requested the peace treaty and then a planet. The second I click on the planet it Crashed to desktop. I reload, start again and select a planet first, a different planet, then I selected the peace treaty. Again with the crashing. It was a minor race the Jagged Knife race form a mega event (I think). Any other combination seems fine, planets and peace treaties crash every time. Granted, there is no other race presently at war with me t
It may make sense but if either of the requisite techs enable you to research it, it defeats the purpose. Just finished the framework for my hull design tech tree though. Nine kinds of happy with it. This game is the easiest game to mod I have ever encountered.
Cool, that will save me some trouble. The whole concept was that you must not only have the technical understanding to design the ship, but also the appropriate industrial base to build it. I'd been working on individual tech branches to research each hull type. (I modded each hull to have different attributes) I wanted to tie each level of hull research to the preceding tier of research. I.E. You must research a level 3 tiny hull before you could research a level three small hull. I've got the
Is it possible for a new technology to require the existence of two or more technologies? I want, for example, Massive Hull building to require Industrial Sectors and Master Hull building be researched before you can start to research Massive Hull building.
I don't think thats it. Even if true I should have four large hulls. I only have three including the cube hull. I should have one other large hull to make it four. I've looked in the GC2Types.xml and found no tags for the hulls to restrict them to a specific race either. Additionally, every other type of hull from tiny to huge have five hulls. Its seems odd that you would be restricted to two large hulls (and a cube) while there are five hulls for every other hull type.
Whats the deal with large hulls? According to the research screen, you get five large hulls when you complete the research. I only see three large hulls. One of them being the block you can build on. The other two are missing. In fact I had the same problem with Dread Lords. I only had two large hulls instead of the three it claimed. Is there a reason for this?
Probably either. I know for certain you can use transports. Also you can't launch with zero population, you can launch with 1 though so pretty close to it. I'd use transports for this purpose though, just because you can use those through out the game to invade new planets as well as move population around. trade modules won't work, they don't transport any one.
Regardless of some of the bugs inherent in the miniaturization research, they way its handled seems odd to me. Weapons, Defense, Engines, and Life support all get larger as your mini research advances. Or at least thats the way I think it works, based on vague recollections of gameplay and what I've been reading about modding. This seems extremely backwards to me, the whole point of that research was to make those systems smaller so that I could fit more of them on the hull. You could