rav8

rav8

Joined Member # 1672371
0 Posts 0 Replies 22,356 Reputation

You can't change the random events at the moment (except for alignment events). I'm sure they will make it mod(able?!) eventually

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I spent a long time looking for a nice res version of that ranger pin... don't suppose there are any artistic galciv2 players out there? All of the races, except for Vorlons and Shadows, have access to the colony module - you just have to create the design in the shipyard. There are only two core designs that will show up in the shipyard, I will make sure there is one for each of the utility craft in the next version. Here is the full size version of that last combat viewer scr

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Screenshots... The beautiful thirdspace capital: The funny looking thirdspace fighter: Wasn't someone quoting G'Kar in some totally innappropriate thread the other day? G'Kar says... "Whatever they are, they walk near Sigma-

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Hmmmm...what is needed to convert it to these x.files? Do you just need finished model made in 3dsmax? Pretty much, the end result has to be s99_Large_19.x or similar (the modguide has more details on naming). You need a 3d modelling program that can open the model you find with an exporter tha

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Could be wrong but I haven't been able to get that to work - the only way to really hide techs is to tie them to an alignment?

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tame the usual Drengin agressiveness No way. I think an economy boost would help them - they seem to do well in games I've played where they get trade going well (not often!). AI ship design has been one of the most difficult parts of this mod, and it's something I wanted to do right... it is a single player game. Cari's modding guide is all

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Taelon I hope you've had some luck by now! Scintor I have no idea what is going on with the planet flags in your game but it doesn't sound mod related. Truckdrivinmama, I don't really have any plans to modify the social and economic aspects of gc2 as it would make the mod too out of sync with the current version of gc2 and probably have a bad impact on the ai. Except for trade goods, buildings will always mirror the current version of gc2. Eclipse, I've only managed to

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The forum won't let me edit my previous post in this thread. This whole thread is a bit superfluous anyway if the release threads are stickied anyway? Total conversion is also a bit of a stretch for anything out at the moment... I'll get there eventually tho!

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Yeah some of the weapon techs are in the wrong order, I just wanted to get them all in to start with. When I go through the branches making most of the techs race specific I won't be constrained by trying to make them all fit in a orderly sequence. make size of the hulls uniqe for the races All part of the plan <img src="http://images.st

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Spaxspore's media pack is largely made up of videos of the leaders for the diplomacy screens (ie. they replace my pics). A happy, neutral and angry one for most of the races. Other videos like an intro replacement and event screen replacements are also included in the media addon. @BIG MTG & Kushan: Yup, the Cortez shouldn't be included in Firstone Hull Design. EA should probably get it, I'll fix that in the next verson. @Icewyng: I am a long way from home so I can only really

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Seriously guys, posts like the last few make me wish I stayed lurking. Please read the readme, changelog and actually play a full game before posting criticisms. The tech table on the website is also pretty handy. Beams are most certainly in the mod, they branch off a little way down the mass driver path. This is the best way to make beam technology more difficult to aquire as simply increasing the cost of the first beam tech

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@Entillzha: Earthforce does have the Colonial tech, it sounds like you might have forgotten to reset your race by clicking clear after choosing a race. Those freakin raceconfig files that get saved in '...my documents\my games\galciv2' are a real pain. This is a known problem that has plagued many mods, there has to be a better way for SD to make the game save custom races? For now I'll just reiterate: The clear button is magical. The clear button is magical. The clear

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Yo Spax, I incorporated your naming scheme into the raceconfig file a while ago so all your existing videos should still work. Need some for recently added races though if you're still feeling the B5 love As for incorporating sound and video in to the base mod... not going to happen. To be honest, I don't even have the sound (let alone movies) on when I play the game. I think that the most bang

169 Replies 110,379 Views

@Darthfalz: Vorlons and Shadows no longer have access to the colony module. They still get a colony ship at the start but they can't build any more unless they can manage to grab the 'Colonial' tech from another race before all the planets are claimed. @Scintor: I haven't changed any of the buildings so your problem with factories probably isn't coming from this mod. Tech trading of hull techs is obviously a very weak ploy on the part of any player. The AI value is set high so

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Xeno ethics is disabled because it is the only way to keep the tech tree clean. Adding IMPOSSIBLETECH or anything else does NOT remove the tech from the tree. If I put the special techs at the end of an exisiting branch then the tree starts looking pretty ugly. The best way I could find to organise the techs how I want them is to make any tech I want to be invisible tied to an alignment and disable xeno ethics. For example, the prerequisite for all the hull design techs requires that th

37 Replies 43,695 Views

The only core designs remaining in the mod are survey and colony ships. You will have to design any other ships in the shipyard. The release thread for 0.4 is over here .

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@General Varro: The only core designs remaining in the mod are survey and colony ships. Go to the shipyard, choose a cargo hull and add a construction or trade module to build freighters or constructors. To make the core designs more useful it would be better to have the components few and far between with most of the upgrades via ability increases... but that's a can of worms in itself and I am on my way to a training course in Sweden. Yay for work sponsored overseas trips! Actually, I

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Rav's Babylon 5 Mod - 0.4 INSTALL 1. Unzip the mod 2. Copy the mod folder to ..\GalCiv2\Mods\ 3. Start GalCiv2 4. Choose the mod folder from the options dialog 5. Restart GalCiv2 6. Click the 'clear' button after selecting your race 7. Click the 'clear' button after selecting your race MODULE * Eight major races using Babylon 5 hulls Earth Alliance Centauri Republic Minbari Federation Anla'Shok Narn Regime Drakh Hordes<br/

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[Disclaimer: Stardock does not endorse or support this mod. This thread has merely been stickied so users can more easily direct comments or questions to the authors of this popular modification.] Earth Alliance, Centauri Republic, Minbari Federation, Vorlon Empire, Shadows, Narn Regime, Drakh Hordes and Anla'Shok. Eight other B5 civilizations as minor races. Over 100 unique hull models. Download: <a href="http://www.verzend.be/v/4149855/Babylon5_04

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