AngleWyrm

AngleWyrm

Joined Member # 673850
0 Posts 6 Replies 9,020 Reputation

This list of what ships can be built, and what techs are needed is very useful. Here is a suggestion to make it even more so. The reason When examining the list, it becomes quite long, and picking out which new ships are now available with this technology involves a long study of a scrolling list. Suggestion Would it be possible to have the list highlight New Ship Designs that become available w

5 Replies 9,054 Views

Here's a guess: In Data\English\GC2Ships.xml, change the ships with name="ColonyShip" and name="SurveyShip". In Data\ShipCfg store the ship layout for those two vessels for the hull style. Might be easiest to first create a new ship class, then save and do some copy/pasting for the entries in GC2Ships.xml. And save the ship config as S0_ColonyShip.shipcfg. I think the leading S0 is a Style indicator, and chooses between the same styles you would pick for your ship style in the

6 Replies 5,195 Views

This appears to be a button. It looks like it could be attached to a More Details pop-up for the technology currently selected, which is what I thought it would do when I clicked on it. It appears to be "greyed out", suggesting that there is a button there, but something has to be done in order to make it active. I've tried lots of things, and now believe that it is unfinished work -- a rather unhappy ending to clicking on

66 Replies 31,111 Views

Ever double-click on your TechTree.xml, only to get a rather difficult to read display in Internet Explorer? Here's a handy way to make it more legible: Open TechTree.xml, and insert this as the second line: (Remove space between " ") Then save this TechTree.css file to the same folder that TechTree.xml is in. (d

4 Replies 6,977 Views

#12 said I don't have any suffixes since I always upgrade all ships of a class at the same time, so there is only only ever 1 kind of Falcon. I tried this in a recent game (v1.2), and it didn't work out. When I began a new game, the class was no longer available, because the shipconfig file was at the last version.

34 Replies 18,667 Views

Hull mod ideas: Sensor Buoy - Sensors:3, Size:10, Logistics:1, TechRequirement:Sensors Orbital Defense Satellite - Size:16, Cost:10, Movement:0, Sensors:0, HP:4, TechRequirement:Space Weapons Interceptor - Size:16, Move:3, Range:0, Logistics:3, TechRequirement:Impulse Drives Warp Corvette - Move:2, Size:30, TechRequirement:Warp Drive Combat Hull - Size:35, HP:25, Cost:75, Logistics:5, TechRequirement:Superior Hulls

7 Replies 7,919 Views

v1.20.035 PlanetImprovements.xml (Tuesday, June 13, 2006, 2:31:40 PM) Building Production Cost+Maint Basic Factory 7 50+1 Factory 9 75+2 Enhanced Factory 11 100+3 Manufacturing Center 12 200+3

7 Replies 5,444 Views

Sorry, must have been something I ate. A change log is a valuable thing, but it would be even more so if it were written to include the changes being made over the next couple days. Wouldn't you rather see an official change log that shows all the changes that actually made it into v1.3?

29 Replies 29,752 Views

Yeppers, it's a survey ship, designed primarily for those salvage jobs that rake in the cash. And here's an early model planetary invasion ship, filled with a whole bunch of needy (and heavily armed) guys who just wanna be friends... Hi! I'm your new pal! Lemme show you how to do that. Oh, no you shouldn't be doing that. No, I'm only helping you out, 'cause you got it wrong. Honest. These plasma rifles? Oh, they're j

764 Replies 1,034,258 Views

A weapon has: Damage Size SizeMod Cost (in billions of credits) Research Cost (tech requirement) Weapon class (Gun, Missile, or Beam) If you provide five of the six values, the last one can be calculated. Otherwise, there is a range of possible solutions that gets much greater for each unknown value.

7 Replies 7,160 Views

So here's your choice: Have the devs spend some of the next couple days working on keeping the fans informed, or have the devs spend the next couple days working on fine-tuning the game.

29 Replies 29,752 Views

i think it would involve copying a huge hull (the data for it) and then modding it for your own uses... after that you add a technology you reasearch to use it... but where would you find the files? By example, open [gameInstallFolder]\Data\English\GC2Types.xml, and insert Sensor Drone<

13 Replies 9,283 Views

It also helps to research up (or purchase as a custom race pick) Ion Drives, and then design a speed-4 colonizer. If you're playing with fastest tech advancement, on larger maps you'll have the time to research Impulse Drives as well, which give an empire-wide +1 speed bonus on top of the faster engines.

6 Replies 2,598 Views

Draginol posted the v1.2 change log to the Journals section of this website, when it was released. Chances are good that will be the case when they complete the v1.3 project.

5 Replies 9,734 Views

The Tech_Requirement tag (for the hulls that have one) is in GC2Types.xml. Just delete the line to mod out the requirement. Here's an example hull: Tiny Tiny hulls have very little space but are cheap and only use 2 logistic points. This means you can build bigger fleets of them. 35 2 16 < HP

4 Replies 1,313 Views