If you use custom hulls with custom models, can the AI use them as well? Because I noticed in my mod that the AI seemed to use what looked like normal hulls, even though it was using the new hulls I had modded in, it just wasn't using the custom appearance.
Wilson
Yeah, I think events and text would be better.
I didn't think Halo was anywhere near as good as everyone said it was, and I don't think Halo 2 can be that much better, as it is nearly three years old as Zoomba pointed out (admittedly I speak without having played the game). But I think it is a marketing ploy, I can't think of any hardware or software reasons.
I think he might mean he wants a cheat that lets you swap which race you're playing as. I don't know if there is one, but I got the idea there was from somewhere on these forums. That way perhaps you could swap from one race to another and play hotseat (though I guess it doesn't work that well).
Class. I keep meaning to write something like this, but I've yet to get round to it.
There's no way to do it perfectly. You can use impossibly expensive techs to start trees and then give them to races to start with, or you can remove xeno ethics and use techs that require an alignment to start the trees (you can select them as starting techs, but can't research them in game). Problems are tech stealing via espionage and after invasion, which cannot be disabled like tech trading. Of course, this doesn't matter if you don't mind different races getting hold of each others tec
I would definately like an option to turn off the tech gain when you conquer planets, simply because it allows mods with unique tech trees to function. You can turn off tech trading, but espionage and invasion tech stealing mean that you still can't force everyone to stick with their own techs. An option would be nice I think.
That sounds like a good idea. It isn't realistic for the AI to stick with an alliance always, even if you're obviously taking advantage of them or influencing them to your side. Alliances would be much more exciting if there was a chance the AI could break them if they were unhappy with you.
Well, they kind of did have the last laugh then didn't they? But I know what you mean about the often suspect surrendering. It would be nice if my allies surrendered to me instead of their worst enemy, and if my enemies surrendered to me or their own allies instead of my allies (who they hate as much as me). I have to say this situation hasn't occured much for me, but I can see how it might be a problem. Was there no hope in your situation of forming alliances with everyone else against the
This sounds like a briliant feature which I'm looking forward to a lot. Keep up the good work!
Sometimes pirates appear around the galaxy in general. One time, I had basically won a game and was just mopping up, and some pirates appeared. But they appeared in the most ridiculously powerful ships you would not believe. They were far superior to anything I could ever produce (as I had the best laser attack and defence techs in the game already). Luckily, pirates hang around in the part of the galaxy where they appear, but I still had to send a couple of my most powerful fleets to deal w
I have a copy of the tech tree in an excel table, but there isn't any detail on it. I'll try and work out a decent word based tech tree with the next version. The AI uses the new techs pretty well I think. The AI seems to have pretty advanced stuff when I look at them, and their weapons are usually up to date. I'm amazed the AI can do it, it always impresses me how well they get on with totally new techs.
Yep nice idea, but you might have to remove the second level of identification, because a player won't be fooled late in the game when an 'anomaly' appears on a ship's scanners.
That's very complex, considering that you could have a lot of planets to conquer. If you're only planning on taking one world that's fine, but what if you want to take a whole system, or more? It's a huge amount of effort for the casual gamer, and a huge amount of stuff to keep track of. I'm not saying it wouldn't work, but it would mean invasions would need way more micromanagement, which I don't think is a good thing. Especially because invasions are a vital part of the game (if you're
Heh, the Torians act peaceful, but I reckon they're paranoid. That's why they always attack anyone they can. Mind you, with the player they're probably right to be paranoid aren't they?
Well, we are making a Star Wars mod right now. So that's one down! Visit our forums at http://gc2swmod.myfastforum.org to see what we're doing.
Yeah, you'd copy a hull from inside the GC2Types.xml file (it's something like that anyway), and alter it's stats. The modding guide explains what characteristics you can change etc.
Yep, you could do that pretty easily. In my Alternate Reality mod I'm planning some really big ships, and some really small ones too. You could have as many new hulls as you wanted really.
I have just released my second beta of Alternate Reality in the library. The idea is for the mod to completely change GalCiv2 in terms of gameplay rather than graphics. It looks similar to GalCiv2, but almost all the techs are totally new, and in time I will phase out old weapons, defenses, improvements etc. This mod currently contains: -Four unique races -100s of new techs, in several unique tech trees -New planetary improvements -New ship components -
I have to say I prefer the tone of this post to other pro-multiplayer posts I've read. Kudos to you, goodgimp, for putting your case in a pleasant to read manner.
I think that idea of unpredictability would be a good one, and if it was an option to be switched on or off (like CPU intensive AI) no one could moan about it. Posts like this always make me glad I can't be bothered to micromanage so much, or to spend hours evaluating the exact cost-benefit ratio of every improvement. I mean, if you want to, fair enough, but I never play as well as I could do if I really tried. Which means the AI is plenty tough enough for me. I don't get m
I think it would be cool to have a modern day RPG perhaps, but with sci-fi or fantasy elements. I liked the way the original Half-Life was set in a recognisably 'today' setting, but still had lasers and space monsters in it. Vampire also had parts set in a modern setting, which was nice. Failing a modern day setting, I personally like futuristic sci-fi better than 'classic' fantasy. There haven't been any really good sci-fi RPGS for a while (I can only think of Knights of the Old Repub
Yeah, but it's odd that it works fine except it won't let me put any troops in. Oh well, I'll just have to work around it. Maybe the brief modding guide should be updated to state which modules can be modded and which ones can't.
You put it in the Data folder loose, along with the techtree xml and custom planets (I know there's a folder for that, but in my mod I have the customplanets.xml loose in the data folder and it works).
Is it possible to mod new troop modules? I've tried and it all works fine until I try to load people on to them, at which point the game decides that my new troop modules carry 0 people. I have literally copied and pasted the original troop module, changed the internal name and changed the display name. Have I forgotten something, or does this not work yet?