sicjake

sicjake

Joined Member # 2391683
0 Posts 6 Replies 179 Reputation

Is there a quick way to import and export xml data with excel? I would like to be able to tweak ship components via spreadsheet rather than manually cutting/pasting with notepad++. Worse case just importing into excel would at least making data easier to view. When I try now, by default it's staggering the various tags thru the spreadsheet columns and rows instead of one column for each tag. File in link below is a spreadsheet file to see what I'm mentionin

1 Replies 4,238 Views

I was able to get kinetic appear with the beam damage in the gui, but when trying out in combat only the beam damage was happening, not kinetic. I tinkered more with it and got the kinetic damage to work but then beam damage disappeared. I heard on one of the streams you could do it on defensive items, maybe that will work, but for weapons I can't get it too. I'm still trying to find a way to change up the weapons for a mod, but they really are tightly controlled. I'

4 Replies 8,109 Views

I tried adding a new stat type in GalCiv3GlobalDefs.XML but ya your right it won't take it because it's not listed in the scheme files. I tried editing those but I don't think for mods it loads custom schemas. Disappointed, I think this means we can't really mod new weapons with a mix of damage types, rate of fire, cooldowns etc at all.

4 Replies 8,109 Views

Age of ascension requires 100 techs, which personally I found way too high. In my game I was hanging back and researching techs using diplomacy to get others to fight for me. I was aiming to grab huge hulls and come out with uber dreadnought, but I had to research what felt like every other bloody tech before moving forward. It helps slow down research victories, but also kills the fun for some of those end game techs

3 Replies 8,934 Views

Has anyone gotten a hybrid weapon to work? I'd love to have for example an energy weapons tech tree where various weapons are primarily energy damage, but some have kinetic and others missile damage as well. Think Photon Torpedos doing both energy and missle damage. When I modify a weapon as an example, I was able to get the weapon stats to appear on the item and ship that uses it, but in combat it looks like the game only takes the first damage stat on an item, is that correct? A

4 Replies 8,109 Views

Really like the beta so far for FE, but one of the gripes I had with WOM was the lopsided combat. An army stack of 7 warriors in one square, fighting a champion all alone in his own square. I understand the reference to Suron cleaving his way thru troops of enemies, but we get so many champions in this game. As well the glass cannon style is a little wierd. Personally I like how Shogun Total War 2 has super units, generals, but they come with bodyguard troops in their

3 Replies 7,552 Views

Sorta put Elemental on the shelf, I really like alot of the concepts, but game lacked an amount of polish. Really liking what is it upcoming in 1.1 tho, changes to pop should make for fewer larger cities, also like the magic changes coming. Once it's live I will give the game another round :D

95 Replies 301,436 Views

No I'm not modding a Final Fantasy Tactics clone :p but for me I prefer my tactical battles on a more closer scale. The current long range bows and fireballs hitting anywhere is boring. i'd like to restrict spells and abilities to be closer, and in specific shapes. Is this possible? Or is the setting for radius the only way to make aoe attacks? :(

4 Replies 3,517 Views

" Elemental is not a game I recommend you buy. It's a game I recommend you watch." This sums up my point of view as well, I bought the game however, but only because I know how StarDock handled GalCivII. I know the team will be patching Elemental into something awesome within 3 months, that combined with mods, neato game... just need to wait three months :p Had I never purchased GalCiv, and if Elemental was my first Stardock game, I'd be pretty upse

140 Replies 495,077 Views

I'm also a little put off on the plans for tactical battles :( I understand some won't like long drawn out battles, but hopefully there are options for modders to change things around. I don't necessarily want thousands of units :p but I would like dozens. How difficult will it be to modify what defines a unit in these battles? Ideally it would be nice if several heroes, units are grouped on the map, that on the tactical battle they would also be grouped to one tile provided there were

332 Replies 836,731 Views

I haven't played Elemental yet, I'm fine waiting for the final game, however if you haven't yet tried GalCiv2 with the last expansion pack your really missing out. AI is fantastic, I really like the diplomacy, and the AI uses each road to victory quite well. It's not that complicated of a game really, and honestly a sandbox game is as long or short as you want. One on One map or huge universe with 8 empires duking it out, great game, and I think a solid preview for what AI in Elemental will b

8 Replies 3,740 Views

Mod tools do look fantastic. I loved GalCivII and Sins modding, but this looks so much more open! I know not much has been mentioned about Tactical Combat yet, but is there a plan to have special abilities for the units? One of the things I disliked about GalCiv, was ships really didn't have special abilities, you could put different types of attack damage on them, laser, ballstic etc, but in the end it was just damage. Would be great if I could create abilities similar to what units in Sins

73 Replies 127,578 Views

One song, does that really cost a record company $80,000? Really now, had she been an average music buyer, how much do they expect she would pay in her life time of album buying? I doubt it would break a few thousand even if she was a hardcore music fan. The RIAA and record industry have constantly missed the boat.

126 Replies 421,270 Views

Putting together a mod that pushes GalCiv2 into more of a combat mind set. Was going to open up the amount of ship hulls and weapons available from the start. Also add a third planet to the starting systems. Want to have the feel of being an actual space empire. Looking for suggestions tho, what would you like to see in a combat mod for GalCiv? Tweaks to ship/fleet sizes? Access to spore and terror stars earlier? Later? Also, is there a way to remove/replace the s

8 Replies 6,469 Views

I'd like to know this as well. If I make the trade module small enough to fit on Medium hulls will the AI take advantage of this to have smaller more sturdy trade ships? I'm trying to find ways to make a mod that breaks away from the standard game abit when it comes to the ships. Having the AI use armed tradeships was one idea I wanted to do.

1 Replies 3,370 Views

There was a post on this, I'm failing right now with ways of the search feature tho. Off hand, and I could be wrong, but I think it works like this. All attack and defence checks are dice rolls, with the roll being between: 1-(Attack power of weapon fired) So a weapon, say a laser, with a an attack level of 15 means the roll will be between 1 and 15. For defense, if a matching defense is present then the roll for defense is 1-(Defense Po

1 Replies 2,959 Views

How are weapons going to be handled? Something I long wished we had the power to mod, was the ability to make duel weapons/defenses. I'd like to make a Photon Torpedo that does both energy and kinetic damage for example. With the new tech trees will races still use the standard weapons? Or will there be duel type weapons?

106 Replies 79,118 Views

This is sorta why I'm worried about the mod community. What mods are everyone planning? Star Trek Star Wars Babylon 5 etc etc When you create a mod based on something like this it's bascially a spin of the roulette wheel. Red your ignored, black you get a cease and desist letter from some large corp. Your better off making your own stuff.

15 Replies 13,212 Views

You need to edit it in the xml files directly. Once the mod system is in place you can expect this to be one of the first type of mods to be posted ^__- Until then just edit the xml race files, what I did.

5 Replies 2,796 Views

GalCiv has the same paper/rock/scissors combat but it needs some tweaking. Tech trading in part causes alot of races to build the same weapons. I'd leak to see them spread out more, or split their damage more. My suggestion for weapons is to limit the weapon techs to three Prototype Laser -> Test Laser -> Mass Production Laser -> repeat for Phasers Three each is plenty. I'd also increase the base damage on the lower techs and redu

26 Replies 14,959 Views

I've been messing around with the log values of the ships myself. As of now it feels like once you've researched med ships you never have to build a tiny ship again. I'd like to see value placed on each size of ship so that no matter what stage of the game your in, the ships all have value. Tiny: 2 pts, Decreased range. Cheap local fighters for defense. Small: 3 pts, unchanged Med: 5 pts, increased hull and HP. Like to see

55 Replies 177,484 Views

I've currently changed all the portriats in my game. Various human pics I've put together. I'm not a 3d person so I couldn't do animations, but what I did do is make three pics. One for happy, one neutral, and one for upset. You then you use the Bink tools to turn these into .bik files and replace the ones in your /movies folder. It works just fine for the trade windows, my only problem is replacing 1_Small.bik for use in the voting screen, every time

3 Replies 5,389 Views

I'd like to see culture flipping of planets happen more often. The idea of an almost pure diplomatic/influence strat sounds fun. Just try and do it now tho and see what happens. You infringe enough on a nightbours borders or if you don't trade enough with EVERYONE sitting on your side of the map and watch how many declare war and how fast. Right now a solid strat is Culture/War. Invading with a combination of influence stations to put pressure on your

16 Replies 14,871 Views