JesusOfBorg

JesusOfBorg

Joined Member # 634877
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I attempted to do this exact same thing using your skeleton skin, for use in a personal mod. I wasn't able to get it to use the skin on the GenericBaseUnit_Male & GenericBaseUnit_Female units, but I was able to create skeleton versions of the default Pioneer and Peasant units, and get them to show up as the 2 default units available in game. Originally, the default NPCs didn't even have skins, they were just floating clothing and hair. I'm not sure what fixed that,

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I have added your mod to my site MGagne. Sorry for the delay, but I've recently had to build myself a brand new computer, and I'm still working the kinks out so I had forgotten about your mod. But everything's taken care of now.

9 Replies 7,682 Views

The TradeGoods mod is 4 new tradegoods you can build, the same as Xinathium Hull Plating and Diplomatic Translators. They can all only be built 1 time, by 1 race, and give a minor bonus to whichever race builds them. The new Trade Goods are: Tricorders: +10 Research and Industry Bonus ATM Machines: +5 Economic Bonus Luck Generators: +10 Morale Bonus Liquid Schwartz: + 5 Economic Bonus The Liquid Schwartz tradegood i

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While I was waiting for them to approve my Cheat Station mod for the library, I ended up porting my Trade Goods mod over from GalCiv 1, although I had to replace one of them with a new one. I have put this mod on my mod site at http://mrbots666.tripod.com/index.html . Enjoy the mods folks, and expect to see some more from me in the future.

9 Replies 7,682 Views

Well, it hasn't been added to the library yet, and I've already made another mod, so I decided to update my original mod site a bit, and added both new mods to it. Here's the address: http://mrbots666.tripod.com/index.html

1 Replies 2,949 Views

I've added a Planet Improvement mod to the library called the Cheat Station. Some of you may remember it from GalCiv1. I made this in my original attempt at porting the Enhanced Terraforming mod, and it contains all the planetary bonuses I could find. I haven't been able to identify what all the bonuses do, but most of them are labelled in the xml file so you can use this as a template or "cheat sheet" for making your own mods. Plus, it

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Well, that seems to answer the "Not Being Able to Increase PQ" question. Now for the Colonizing Class 0 Planets question, and the problem of not being able to get the game to generate no Class 0 Planets at galaxy creation. Anybody got any info on those? I know Colonizing Class 0 Planets is pointless until they fix the PQ bug, but if I could find a way to make the game not generate Class 0's during galaxy creation, that would atleast be a sta

11 Replies 10,307 Views

You mistunderstand what I was trying. The planet improvements I made were regular buildings designed to increase the Planet Quality without having to take over one of the Yellow, Orange or Red squares. The regular enhancement buildings work fine, the problem is with trying to make a mod that will increase PQ beyond what those 3 buildings do.

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For those of you that played the first GalCiv, you may remember my nickname. To the rest, I'll dispense with the pleasantries and get right to the point. Seeing as how my original Enhanced Terraforming mod for GalCiv 1 was so popular, I thought I would try my hand at reincarnating it for GalCiv2. However, during my many varied attempts at getting it to work I've come to the following conclussions... 1. It is IMPOSSIBLE to colonize

11 Replies 10,307 Views