Future Worlds uses my icons for planetary improvements! It's good to see them go to good use. When it come to mods, "fixes" are not fun. I was fairly happy with version 2.04, but thought a few improvements were in order. The fun part of modding it would be re-imagining some empires or creating entirely new empires. Getting to some kind of baseline from version 2.20 or Future Worlds Mod is going to be a tedious, thankless job.
InfrequentHazard
[quote who="Maiden666" reply="209" id="3684298"] Quoting InfrequentHazard, reply 204 2.) This can only be corrected by Stardock. It should be possible to enable planet-tradeing again by overwriting a DX-file with the original one. I'll have to look up which one if you're interested. [/quo
I still feel the earlier version of the game was better balanced. The Dregin Empire homeworld did not fall too easily for me, even when I brought their approval down to 1%. I still had to have plenty of soldiers. Stellar Marines make invasions too easy. Spies crashing the game is one of those things that needed to be fixed. It would be nice if technology could be made untradable to some, but that would take some serious alteratio
1.) The problem with spies is that so many improvements have been made spy-proof. It will take serious modding to straighten this out. Were I still running an XP machine, perhaps I could just alter the Improvements file. 2.) This can only be corrected by Stardock. 3.) I really need to explain this: The earlier versions of ToA differentiated tech development so that the different empires would progress differently at different speeds. So
1.) I'll look for a setting. I have no problem employing spies on empires, when I'm not ready to invade their planets. 2.) I never managed to get the AI to sell me a planet cheap. Just how somebody can abuse a feature in a single player game is beyond me. 3.) The previous version of the game was really good. I bought into GC3 as a "Founder" and find that game a mess. I thought I'd go back to GC2, but find t
The 2.20 seems to make the economy much easier, so one may try playing the game at higher levels than one could try before. Unfortunately, other changes do not work for me. 1.) The new version does not allow me to employ spies on planets of countries you are at war with. 2.) The new version does not allow me to get the AI's to trade planets. 3.) I don't like many of the changes to the tech trees and planetary
Can this tool be adapted for GC2? The link for the tool for the viewer for the previous edition of the game is broken. I'm not happy with the current version of GCIII, but it's still fun to mod GC2. The old I-Mod Tech Tree Viewer really helped you edit your tech trees. I'll worry about modding GCIII if and when Stardock makes it something I find enjoyable.
I really enjoyed writing a rather ambitious mod for GalCiv2. I was careful to make sure that the technologies became exponentially more expensive as one progressed, and unlocked a lot of the hidden weapons. I made sure that tech trees played nicely with Viewer. I cut several dozen icons from pictures of all sorts of crap on the web, so I could have something to use for new improvements. Unfortunately, the modding process had a few tricks I didn't know how to deal with,
Rudy, no vibration could be conveyed. The firing astronaut need not have any radio, but the astronaut that hears the gunshot would have to have a functioning receiver. The violent discharge of the rifle creates an electromagnetic wave which would be carry over as noise on any near-by radio receiver. It doesn't have to be a great deal of energy, because radios amplify. This is common sense. An EMP has an abrupt wave-form, making it difficult for circuitry to
I've been going through this thread, and it seems that a lot of people are under the impression that there is no sound in space. As long as you have some air around you to keep your blood from boiling, there is sound. Now, if you're on a com line, and somebody cuts loose with a zillion tera Joule Frap-ray, there will be a serious electromagnetic disturbance. Some of that will be on your com frequency. In movies, they tend to make electroma
I like an alignment system. Good and evil are very real, but the problem is in defining which is which. I have my own definition, but it is at odds with other people's definition. For instance, in Gal Civ II, the Drath were aligned with "good." How can a people that manipulates others into fighting each other, and enjoys war profiteering possibly be good? Profiting by suborning the free will of another is pretty freaking evil. No won
I like her. Maybe the thing with the eye-liner is a bit much, but I like it more than the tattoo. She's exactly what you'd expect in an alien supreme leader: She's very haughty. Some more color in her clothing would be nice, kinda make her stand out better.
It'll be up there until they delete my account for inactivity.
[quote who="Galacticruler5000" reply="2" id="3390160"] Alright. some things I noticed: 1. some look lego-ish 2. some look well for the GC:II art style 3. most were...weird at best. 4. a few designs looked like they were either: A: Cannibalized from http://www.i-mod-productions.com/downloads.php?do=file&id=127 OR B: they stole those from you(or that wa
Oh yeah, the link: http://www.mediafire.com/?jzi0dysje046clh
I've had a lot of fun creating planetary improvement icons. These are really high quality, and more than enough to completely change the technologies of a few empires. I tried to do as many really weird ones as I could, and build in enough similarity to allow enough consistency for upgrading technology.
Thank you. I'll start a new thread to give out the address.
I've uploaded my planetary improvement icons to the library. It is waiting for approval.
Over the last couple of months, I made a bunch of planetary improvement icons. Some are really, really good, and a couple stink on ice. I've seen posts saying that there are problems with the Library here. Should I try I-Mod?
Thanks for the quick reply. So much for having the Torians eat their planets out from under themselves. Then maybe they wouldn't want to dig in the same spot, over and over again. The only improvement that ruins a planet in the vanilla game is the Aul Incinerator. The Central Mine is already indestructable I don't think upgrading these structures would be any worse than fusion/anti-matter/quantum power plants. Perhaps only the final
I found some unused icons in the game, including a "mantle excavator" and a "core tap." These got me thinking about a race that is so evil, they don't even think twice about destroying the planets they live on. If a central mine were to cause a 10% loss in planet quality, and a mantle excavator were to cause a 20% loss, would the planet suffer a total of 30% when the central mine upgraded to a mantle excavator? Upgrading to a core tap, with a penalty of
I'd want to get an archive file of some sort myself. The game has some bugs, and I'd like to reinstall the game without having to spend hours waiting for the download. I don't have that kind of bandwidth anymore. So far, I've made a backup file of the game folder, and it seems to work. I'm not happy doing things that way.
I'm glad I hit this post. I was hoping that I could put negative bonuses in the starting techs, instead of mucking around in the race configuration files.
Yeah, I was in a hurry to find it while I was thanking you for the info. The main directory has a lot of unused icons for improvements. With GIMP or Photoshop, one can tweak these into something useful. I've jazzed up the old labs so they can be used to replace the redundancy of the Dark Energy Lab and Interstellar Refinery. I hope I've saved them in the correct format for the game to decode. Making new tech trees would h
Thank you very much. I just wanted to look inside it. Thatt's kinda hard when you don't even know the name of the file. GC2Types.xml, it's right there in C:\Program Files\Stardock Games\GalCiv2Ultimate\Data\English. Interesting, the Acrean lite constructor module isn't in the main file. Thanks again!