[quote who="Maiden666" reply="238" id="3611069"] How do you do this? I've tried this unsuccessfully... [/quote] Via the tags CustomizationPoints and SuperAbility. The minors already have the former, but it's set to 0. However, I'm not entirely sure, if they will assign the customisation points themselves. The SuperAbility tag needs to be added manually. However, there are some restrictions as to the usefulness of the Super Abilities for the minors. Supe
Gaunathor
[quote who="Maiden666" reply="234" id="3611030"] One thing, as far as I recall all Minors get a 100% bonus to economics, wouldn't that make them basically stronger than the standard stock races? [/quote] Well, money is very important. However, I don't think this bonus by itself makes the minors more powerful. It's the combination with all the other bonuses the minors have that does it. See below. [quote who="Maiden666" reply="234" id="3611030"] My
[quote who="Maiden666" reply="1466" id="3611055"] Perhaps this error will never appear for the Stock Races.... [/quote] Yes, this error only happens with the minors and the DL. However, I thought I fixed it for the minors by changing their DialogueTag to Generic. Maybe taking control of them via cheats caused the error to re-appear. I'll need to look into it.
[quote who="abelisari" reply="232" id="3610920"] I played only a couple of times with AT, but I recall the minors were able to colonize, even if at a slow rate. I liked that; even if they are minors, they shouldn't be stupid; if they have the technology to colonize, they should do it, at least in their own star system. [/quote] Yes, the minors were able to colonise in previous versions of AT. However, for v2.0 I want the gameplay to be as close to v2.04 of TotA as possib
[quote who="Spinorial" reply="1463" id="3610879"] English.str: Agressors's to Aggressor's TechTree.xml: "Cut Throat" to Cut-Throat [/quote] I could have sworn I fixed those. [e digicons]:annoyed:[/e] [quote who="Spinorial" reply="1463" id="3610879"] GC2Types.xml: I keep coming back to that old mass drivation, now happy driving, joy system, and I'm still not feeling it. Maybe your original suggestion for mass driver, maybe mass propul
[quote who="Maiden666" reply="230" id="3610853"]will this make the Minors being able to colonize?[/quote] No, it only gives them full access to the AI algorithms. However, if you want to, I could upload another version that does that.
[quote who="Spinorial" reply="1454" id="3610686"] No, you're completely correct. Organic is synonymous with carbon-based, making the above a tautology. With so much stuff to correct, I was actively steering clear of the game's pseudo-science, marking only the most egregious errors I saw. Stuff like that either flew by me, or I chose not to bother, lest I editorialise too far. In short, go ahead and change it. [/quote] Okay. [quote who="Spinorial" reply="1454"
[quote who="hardcore_gamer" reply="22" id="3610610"] Interesting. Does this mean it's possible to spam the same kind of starbase over and over to give a planet huge stats? Or can you only use each type once? (one economy, one research etc). Surely there is some limit to the number of starbases you can use on a planet? [/quote] Yes, it's possible to use the same kind of starbase to boost a planet. Starbases need to be at least 5 hexes apart from each other, so you can
[quote who="hardcore_gamer" reply="20" id="3610598"] That's not what I meant. Putting starbases close to planets gives them a boost correct? So it's possible to boost the same planet with more than 1 starbase correct? [/quote] Yes, the effects from all starbases stack.
[quote who="abelisari" reply="226" id="3610530"] That would be awesome. So, if I understand correctly, after downloading from steam GC2 updated with the CU, I should just get your RaceConfig.xml and replace the CU one. [/quote] Pretty much, yes. However, it is safer to run it as a mod. That way, you don't need to overwrite any files. Here it is. Simply extrac
[quote who="MabusAltarn" reply="1446" id="3610498"] Yeah you really don't want to redesign this. I still wake up at night screaming in frustration about dumb-ass AIs researching every frigging tech in the PI line before grabbing a weapon. [/quote] I only want to move Planetary Fortifications after Starship Defenses, just like Planetary Defenses. It just feels weird that Planetary Defenses is located there for everyone, except the Arceans. [quote who="MabusAltarn"
[quote who="abelisari" reply="224" id="3610486"] is your mod modular? [/quote] Sadly, no. There is no way to simply pick and choose certain changes, due to the way the files in GalCiv 2 work. However, I could upload a modified version of the CU RaceConfig.xml which includes the changes to make the minors smarter.
[quote who="Spinorial" reply="1432" id="3610095"] That actually explains a great many things. Thanks! And sorry for the bother. I did warn I'm new at this...[/quote] Don't worry about it. We all have to start somewhere. [quote who="Spinorial" reply="1432" id="3610095"] It makes some sense, developing a theory of invasions before developing one on how to counter them. Unless there's a serious balance consideration, I'd say it's fine. [/quote]<
[quote who="MabusAltarn" reply="1428" id="3609947"] What exactly are the two of you doing? [/quote] Polishing the CU. Mainly typos and grammar correction. However, there are also a few bugfixes for the FlavorText.xml. [quote who="MabusAltarn" reply="1428" id="3609947"] Or will there be another update in the near future? [/quote] Yes. The current CU implementation still has one issue left: the CU-version of the file AsteroidFieldMiningBaseModule
[quote who="Spinorial" reply="1423" id="3609835"] screens.str: Buisiness to Business [/quote] The only instances of those I can find are reference points for the UI. I can't change them without screwing something up. [quote who="Spinorial" reply="1423" id="3609835"] TechTrees\Yor_TechTree.xml: How about "join together" to interface/link? [/quote] Link sounds good. [quote who="Spinorial" reply="1423" id="3609835"] We're back h
[quote who="UnleashedElf" reply="222" id="3609795"] Congrats! [/quote] Thanks! [quote who="UnleashedElf" reply="222" id="3609795"] Yeah I think that the bulk of the community has moved onto GC3 by now, but it's nice to see this mod being maintained. [/quote] That may be true, but not everbody is willing or capable of making that move yet. For those, GalCiv 2 is still the best alternative. Plus, the release of GalCiv 2 on GOG.com and of v2.20 is
[quote who="Spinorial" reply="1415" id="3609307"] Btw, "damage by weapons by 25%" should be "weapon damage by 25%", not "damage weapons" as listed. Also, it hasn't actually been changed in the file. [/quote] I was certain I did do that change, but apparently it was only in the file for Autumn Twilight. I must have forgotten to save. Again. [quote who="Spinorial" reply="1415" id="3609307"] Hope you get to nail down the techs so at least we can edit the fil
[quote who="vorshlumpf" reply="9" id="3609182"] Is the Culture/Influence-on-load issue resolved? I didn't see it in the list and I don't know where the Progressive Changelog is located. [/quote] No, it is not. We (i.e. the GalCiv 2 modding-community) did not have access to the source-code. As for the Progressive Changelog, it's located in the root-folder of the game. However, it only lists the changes made since version 4.10 of the Community Update.
[quote who="Spinorial" reply="1412" id="3608768"] You know, roll this one back, it seems Dreadnaught was introduced intentionally. [/quote] Okay. [quote who="Spinorial" reply="1412" id="3608768"] I don't know... the joy system afterwards makes it sound purposefully absurdist. I think they were aiming for that effect, just that the meaning becomes almost unintelligible with drivation. [/quote] I had a look at the other mass drivers. Some of them
[quote who="Spinorial" reply="1410" id="3608623"] FlavorText.xml: [leaderhisher] & [leadergenderherhis] to [leadergenderhisher], [leaderheshe] to [leadergenderheshe], [empireshortname] to [shortempirename] - I'm guessing that these are wrong, but try to make sure [/quote] I think so too. [quote who="Spinorial" reply="1410" id="3608623"] GC2_Conversations.xml: Is [planet] supposed to be [planetname]? Is [playername] or [yourplayername] right? Or should th
[quote who="Spinorial" reply="1406" id="3607806"] I decided that the intent was to use US spelling, and therefore opted to standardise accordingly. [/quote] Understood. [quote who="Spinorial" reply="1406" id="3607806"] Regarding "Drengins", after a little more investigation I'm almost certain it is a mistake. [/quote] Okay. I see it now. <a href="https://dl.dropboxusercontent.com/u/107322588/GalCiv/
[quote who="Spinorial" reply="1404" id="3607700"] MetaverseData\English\GC2_Conversations.xml is different from Data\English\GC2_Conversations.xml. Suggestion: copy from Data to MetaverseData. Is it even supposed to be in MetaverseData? [/quote] I have no idea whether it's supposed to be there. My knowledge regarding the Metaverse is rather limited (basically what I've read on the forums), but, based
[quote who="MabusAltarn" reply="1402" id="3607298"] Had a quick look. RaceConfig was updated for regular and metages. Exe was also updated. No other changes detected. [/quote] I can confirm this. Unless somebody reports any other problems, the update should be good to go now.
[quote who="Seafireliv" reply="13" id="3607238"] Please have a version for GOG and a release of your DLC on GOG too. [/quote] Both are already available on GOG. You can get the DLC at http://www.gog.com/game/galactic_civilizations_iii_precursor_worlds
[quote who="MabusAltarn" reply="1399" id="3606772"] With a quick fix on the raceconfig file this should be the last version. [/quote] Yes, it should. I just sent Yarlen the correct file. However, he mentioned in his last PM that the exe for the metaverse needs to be rebuild, but he doesn't have programmer time to do this. In other words, it might take a while before we see the final version. This really sucks. Just because of my little screw-up. [e digicons]:([/e]