[e digicons]:-"[/e] Got so much trouble, hate this job Tried to get out, trapped like a dog No I don't like pumpin' gas, do ya hate to wait? Life's a game, play your rules Is the bottle half empty or the bottle half full? It does no good, no good to shout But I scream I hate! Say I'm hostile, gotta relax Better get a grip, here's the facts I hate bein' here. I hate people that make ya feel small <
Davabled
I hate doing this but... Bump (it's hard not to with all the cross-interaction of the boards)
[quote who="Bingjack" reply="8" id="1853938"]I made a post on this same subject, for the same reason, like a year ago. Definitely hope theres a 2.0 option for "on the fly" color adjustments.[/quote] Amen to that! [link="http://altmeta.kryofx.com/char/16894"][img]http://amcore.kryofx.com/sig/16894/2/11.png[/img][/link]
I'll second what Loupdinour wrote. [link="http://altmeta.kryofx.com/char/16894"][img]http://amcore.kryofx.com/sig/16894/2/11.png[/img][/link]
After experiencing a few crashes and minor oddities, I decided to double-check which version I have installed, and noticed that when looking at the properties of GC2DarkAvatar.exe it showed version 1.7 I thought this was strange, as it reports 1.80g on the game screen as well as in the registry. I ran a restore from archive using SDC, but it didn't seem to update anything. So, is version 1.7 of the executable the correct one for DA version 1.80g or a red herring?
Congratulations all. Good fun and a learning experience as well. [link="http://altmeta.kryofx.com/char/16894"][img]http://amcore.kryofx.com/sig/16894/2/11.png[/img][/link]
[quote who="Noctilucus" reply="13" id="1847421"]Nice one Davabled![/quote] Thanks Noctilucus, I appreciate that :) [link=" http://altmeta.kryofx.com/char/16894"][img]http://amcore.kryofx.com/sig/16894/2/11.png[/img][/link ]
Could some one point me to a description of the different altmeta clasess? The few links I found appear to be broken. Thanks! [link="http://altmeta.kryofx.com/char/16894"][img]http://amcore.kryofx.com/sig/16894/2/11.png[/img][/link]
Typically, in the text underneath the huge DEFEAT sign, it will tell you what happened. Not always directly though. It might be something like "The [your opponent's name here' empire made the invention of hyperdrive look like a toaster oven... blah, blah, blah" if your opponent won a tech victory.
My messy submission for team C: [img]http://home.comcast.net/~lukefencejumper/MVLgame2.JPG[/img] I'd probably have done a heck of a lot better, if I hadn't spent almost the entire month trying to pull off a victory in Dread Lords. It's a shame too, since I had some pretty sweet games. Mumble, if you're listening, I'd be curious to see if you tried this round's settings in Dread Lords.
Has anyone posted a Dread Lords win?
[quote] an individual data point consists of reported military rating, the number of ships *and* the precise calculation of the sum of attack + defense + HP/10 for all ships all at the same instant of time...[/quote] It would seem to me to be in best interest to also include the attack/defense/hitpoint values for all starbases as well. It may in fact turn out that starbase values don't affect military score. My hunch says that they do, but unfortunately I don't have any real evidence
Darn Edit button. [img]http://home.comcast.net/~lukefencejumper/LOL.JPG[/img]
Probably not the funniest or first time this happened to me, but it just happened and is what prompted me to start this thread. I hope this gets resized for everyone's browsers, I play at a really high resolution. [img]http://home.comcast.net/~lukefencejumper/LOL.JPG alt="Good thing it was a 'gift' and not a Bribe!"[/img]
Something happened in the game that made me laugh. So, I took a screenshot, and thought hey, why not make a thread were we can all post some of our favorite things in the game that made us laugh? Might be good for Stardock as well. I.e. give them a chance to see a different side of player reactions.
[quote]The mods folder doesn't use any localization, so your replacement files should just go in ModName\Data. If you want to use some changes in addition to the core files (don't use modified core files for this as that will cause duplicates), put them in the individual folders under Data.[/quote] I thought I understood things Kryo, then read this, read it again and now I'm confused. Are you saying that if we want to: Replace a file like "GC2Types.xml" to just put it in ou
One of the developers indicated to me in an email that there are still issues with the pathfinding code that they hope to be able to fix in version 2.0. No eta on that yet though that I'm aware of.
I'll consider it.
[quote]I'm not sure if both of those tags were available in DA--might be TA only.[/quote] I still haven't installed ToTA... So yeah, they are both in DA. I was able to find them in the manner in which Loupdinour described.
Thanks to you both. I ended up copying the "LargeHull6" type in GC2Types.xml, pasting it back in as a new entry, renamed it to "StarbaseHull0" with the Tech_Requirment changed to "ImpossibleTech" so it couldn't be used to build actual ships, then modded HP and sensor range. I then went back to GC2Ships.xml and changed the Starbase entry's Component tag to point to the new StarbaseHull0 So far, looks to be working as planned. :)
My eyes are glazing over trying to find an entry in one of the .xml files so that I can mod the hitpoints of starbases. That is, unless they are hard-coded to use the value of one of the Large Hulls. Enlighten me please, if you can :) p.s. Kudos to the wonderful forum community around here!
Thanks Loupdinour, I'll give that a try
I've gone nuts searching for this and I know I've seen it at least a few times here in the forums :NOTSURE: I'm trying to find the code to append to a tech that would make it unstealable and/or untradeable. I'm pretty sure it's just a tag added in the TechTree.xml (for Dark Avatar) Thanks.
I think I find my problem. One of the mods had an older version of the file "GC2Types.xml" (this apears to be the file that handles all ship components); the following code was missing: [code="xml"] Mining Module Allows this ship to mine asteroid fields. You only need ONE per ship. 50 20 MiningModule<
Look again, it's still the build times that are off. 1 week to build on one screen, 5 weeks to build on the manager screen. I believe he just put the "Buy" screen up to illustrate which improvement he's trying to build.