I agree with others that online purchase of games is a lot more acceptable now than it was a few years ago. Back when AC1 first started offering a free download trial>upgrade to paid account option, a lot of folks on the boards at the time said that it made the company look desperate. Now it's pretty common to see download>buy games. I generally play mostly MMO's, in fact the last 4 games I bought before galciv2, that were not MMO's, were
Tetrasodium
Anyways, i'd like to see a 'Race' tag in the 'TechTree.xml' file. This to make race specific techs. this can actually be done in a roundabout way currently. edit the race files to give them a specific tech that starts a tech tree, then set that tech do require 100000 research or something to lea
gack, it said there was a timeout and it doubleposted when I resubmitted.
1. Support for a {S_UpgradeTarget} in all the types of "GC2Types.xml" like it is done in "PlanetImprovements.xml" This could easily create a rather unbalancing sort of system, but I could see some situations where it would be pretty nice to have as an option. <TABLE cellpadding=8 widt
thanks . I admit some of the bits of text on the .dxpack entries are funny
I looked through a whole bunch of the .dxpack files in galciv2\screens, but was unable to find any that had any scripting for things other than alignment and formatting type things. I was able to find four files in galciv2\appdata with .dxscript2 file extensions, but that directory looks like it's for the little launcher applet. Is all the actual data placed on the dxpack screens in the game done by the engine itself rather than any scrip
Has anyone had this mod work on version 1.1 beta 1? See my above post. Try downloading it again the original file I uploaded had an error like syneris mentioned but it was quickly fixed . It works f
One question, since the tree is dynamic (the more you research the higher a tech can cost ) does this mod take that into account ? No, it's just intended to give a rough estimate of the relative value of a tech. All it does is add the base research cost/value of a tech to the name and list if it provides any new toys like Galactic Projects, St
The only reason it should take 40 turns to build an upgrade to a structure type is if you're letting your research on that path outpace your research on factories. Factories that are on par with the 'level' of the upgrade you're wanting to build typically don't take long to build them. Archmoo is rig
You forgot to close out the Beaker Legend with /computing doh, should be fixed now if you want to download the zip again
someone in irc asked for a screenshot of what it looks like, so here goes Legend/Key . Part of the tech Tree . Research Complete window . <A HREF="http://www.veriotrainingjmalaspino.testgroup24.com/galciv2/bea
i'm pretty sure that one of the tutorial movies explains what the symbols mean. A red skull or unhappy face means the planet is going to defect or is unhappy and considering it. A n orange hammer means it's building something. Different shadings (i.e. filled in or not and color of hammer i think) indicate if all the tiles are used or not as well I think. A planet with a starbase has a little green or blue star symbol An orbi
doesn't seem like this wants to post to the modding forum .
I made a simple little mod that adjusts the tech tree so it displays the beaker costs of the various techs. It also will display if a given tech leads to a Trade Good, Super Project, Galactic Wonder, or Starbase Module. Just unzip the linked zipfile to C:\program files\Stardock\TotalGaming\GalCiv2\Data\English, adjust the path to fit where you installed to if need be. Mod was made with the GalCiv2_110_beta_032406-1, but should work with any version.
True. But you are choosing between developping new colony and producing more on your more developped planets. Sometimes, 1 turn may be critical to grab a planet right under AI nose it's very easy to make all your colonies so low in population that they just flip to the AI as soon as they start gettin
I find that turning off the display of ships on the minimap greatly reduces the inbetween turn sputter/strain I see in late game gigantic maps with large armies going in wars.
err... there were linebreaks in there before. resolution to protect traderoutes, 10% of trade income goes to tax for it. appears to work, current value of 3 and rade revenue of 2 from trade at max distance. in fairness to sector owners, colonized planets that are located in sectors not under their control will have a tax on them for 2 years - 5/turn - does not appear to work, built 36 starbases in the territory of the other 6
Someone mentioned in IRC earlier that they got a UP resolution to give extra free traderoutes to all civs. I spent a while with galciv.exe CHEAT and used ctrl-V a bunch to run through a good nubmer of UP resolutions. some seem to work properly, some don't work at all, and some work partially. Below are the results of the ones I could easily test without needint to wait a year of gametime. resolution to protect traderoutes, 10% of trade income g
Much slower. Making population growth bonus really useful. it's almost a requirement to keep 100% approval for a while early on because of how it doubles your pop growth.
You have to realize that when you set [AbilityType]5[/AbilityType], it adds to your empire abilities, and not just on that one planet. With that said, I'm pretty sure that the only way to add to your empire abilities is through a trade goods. It's essentially the minable resources (that you build starbases on) on a planet. <
in the default PlanetImprovements.xml, there ar ea few typo's keeping some of the improvements from being available. Galactic Monument has [S_TechRequirement]StarFederation[S_TechRequirement]. while the TechTree.xml has the ID as simply StarFed. Nanorecorders has [S_TechRequirement]Sensors2[S_TechRequirement] as the requirement, but techtree.xml has it listed as Sensor2 without the extra S. these two below are probably intentional. Histori
changing angle brackets to []'s I'm trying to make a set of planetary improvements in planetimprovements.xml that affect +population growth for the planet it's built on and that planet alone but it's not working very well. I [AbilityType]5[/AbilityType] gives +pop growth (same as aphrodisiac), but unless [S_Type]TradeGood[/S_Type] is set (rather than Normal or something), the bonus does nothing. It doesn't show up in the F6 screen or the planet details window. Flipping through tur
I'm trying to make a set of planetary improvements in planetimprovements.xml that affect +population growth for the planet it's built on and that planet alone but it's not working very well. I 5 gives +pop growth (same as aphrodisiac), but unless TradeGood is set (rather than Normal or something), the bonus does nothing. It doesn't show up in the F6 screen or the planet details windo
No, that's not what happened at all. Canada didn't gain any kind of real independence until 1867, and the ties to the empire were still very strong even then. It was more than a century after that before we even got around to writing our own constitution. The reason Canada isn't part of the US isn't because it was spun
err my post was in reference to the 1.1 systems just to be clear