Check the improvements xml under data. You cab set the artwork there. You might need to change the image size.
Hostile1972
Are you doing a file/replace in your modded shipstyledefs for the models?
Having multiple upgrades on the tech tree might be fun as well though.
Great tutorial but I'm having an issue getting the GameStartup custom image to work. The file is .png and placed correctly in my mod, my games folder and even in the core root folder. It only shows up as zoomed in image of my leader_FG image. Any thoughts? RaceLogo_Cylon.png GC3_Cylon_Small.png CylonCommander.dds Terran
You also need a unique TechDefs, TechSpecializationDefs, and ShipDefs files. Simply pick a faction and copy paste into your own and find/replace with your faction name. It'll at least get you started and working.
Oh, I have a mod on the back burner. It's currently being converted to 1.4. I won't let you down.
Thumbs up, thanks!
I know it sounds silly but there is no instruction book. Which button do I use to create a rally point where do I find it? ~TYIA Eric
Thumbs up! Thanks.
I'd like to know how to change a cargo ship hull into one I can use as a capital ship. I tried saving it as a capital ship but than it shows up as Capital(Cargo) with the same crappy HP. Any suggestions because the workshop has some cool cargo ships I'd like to make combat use of.
Cool, thanks.
I had to remove the whole tech but it works now. Thanks. But how do i play with the tech bonus and where are the weapon/defense defs?
I'm not building a new faction at this point. Simply a faction tree. I copied the Yor and simply did a find/replace from Yor to my faction name. When I load it it says: mod validation/ error:tech tree audit. tech tree fracture detected. This tech has no valid prerequisite, and is unreachable. Tech name: CylonLosslessSupportSystems. Tree: Cylon_tree. I can click through it and the game starts and my new tech tree is there but when I start a new game the galaxy just spins saying it&
I have the file MyRaceTechDefs done as well as TechDefText and TechSpecializationDefs done. But what file it's referencing techs that are not defined. Where do I find that file so I can add them and change parameters? The mod folder works. Thanks in advance.
While I understand it's a game so rock/paper/scissors. But if there would be a touch of reality, I don't really think it's the range of the weapons so much as the targeting computers. Armor would honestly have the same protection from missiles as it would from kinetics as well as beam weapons. Honestly. Missiles would actually be the most accurate because of self guidance programs (susceptible to jamming of course). We can send a cruise missile that can follow the contour
I think flipping star bases is simply too silly for game purposes. But so is flipping planets based on influence. No matter how many McDonalds/Starbucks we open in a country, we aren't gonna flip an entire country to our side. But hey, it's a game right?
All that sounds so complicated. My only real thoughts are why in GalCiv2 did I invade a planet with 8 billion people and when I'm done they have 1 billion. Did I really kill that many? I don't need math formulas or psychoanalysis on the subject. I simply wanted to know where all the people went after I invaded? I didn't kill them ALL did I? That one always got me. Hell if I bring troops to a planet that is already ready to turn to my side, shouldn't I simply be a
I was blinded reading all these posts. But in simple terms here are my thoughts: It's a strategy game, not a tactical game. MOO2 was fun but tedious. But I would like to see some more effort put into land battles. GalCiv2 was strange to say the least regarding land battles. I might have soldiering 12 and the attacker has soldiering 8 and they attack with less troops yet I took more casualties. ODD. Why not at least allow more soldiering tech like advanced armor(tanks) or s
I might be reaching a bit. But if players are comfortable with the idea of being able to spend a bunch of money to buy a ship or structure in one turn, than shouldn't the player be given an option to "buy" a battle. Hear me out. Why not be given an option prior to a battle that allows the player to call up a "Heroic Maneuver." I see it in every movie. I see where someone is up against almost unbeatable odds pulling off a fast one in some tight situation. Within limits of course. I
We also know lasers in space would be invisible as well as why Tie fighters scream when they fly by even though there is no air. It's simply for the cool factor.
[quote who="DARCA1213" reply="1" id="3458389"] You know carriers are being implemented. And tiny hulls are one mand craft, it even says so in galciv2. I don't know much else about carriers but as a condolence it is similar to your idea. DARCA. [/quote] I just watched the Dev Stream. I heard some about the carriers. I am pleased. Odd how I posted this one day before the Dev Stream. I suppose they were light years ahead of me. No pun intended.
Thumbs up from a longtime GalCiv fan.
The only thing I agree with is more variations of asteroids. Not all asteroids are created equal. But the rest of the last post is not very important to me for game purposes.
This "guy" was wondering what people think about having a dedicated structure for an interceptor base. If one is going to devote an entire tile to a structure it would be interesting to augment a race with a lower soldier score to even the odds against an invading force. GalCiv2 had "planetary defenses" but that is rather vague. I'm sure it's a generic term for land/air/sea defenses but an interceptor base would be a super defense structure that could not stop an enemy from in
Interesting, that is good news. It seemed like a no brainer but I'm not paying to play the alpha. Thanks for the info.