akaliel

akaliel

Joined Member # 2387878
6 Posts 11 Replies 127 Reputation

There's some odd elitism on these boards too. I remember there were a discussion on whether adding some evasive combat movement for the larger ships would make the battles look more interesting instead of like a civil war stand off. One guy came on and actually claimed it would be against the lore of the game to add combat movement.

50 Replies 50,750 Views

I was hoping that we'd see the frigates and bigger ships have some combat movement at some point. Make those big battles look a little more interesting and less like the civil war. I know people think this will make the big battles hard to discern. All we're doing is selecting a fleet and giving them a target. Well, I'll just keep on dreaming. This would be especially good for the Star Trek mod. Which would have combat looking pretty lame otherwise.

187 Replies 158,025 Views

How about this. We have a check box in the game play options. If you click it on, then frigates and larger ships will move around and dogfight in their respective speeds. If you uncheck it, they don't. Then everybody is happy and we don't have to hear people explain why ship movement during combat is unrealistic, absurd, and I can't believe I read this earlier, but "against the lore".

294 Replies 304,493 Views

I'd love to see the ships, frigates especially, try to evade fire in combat. Isn't that what experienced crews are supposed to do? Then you could actually make experienced crews more effective in combat by simply fighting better. Instead just giving a +1 onto their weapon strength. The fights as is as so boring to watch. Both sides just line up like some 18 century english army and shoot at eachother until one side is out of ships.

1,040 Replies 561,155 Views

It's worked fine so far because they haven't patched the techtree.xml in a while. But that doesn't mean they won't. And if they do what will happen is the new file from the patch will simply overwrite yours and your changes will be gone. All you have to do is copy your file into Mods/Data. And then select your mod in the Options screen. And then you don't need to worry about patches messing up your mod.

15 Replies 9,185 Views

I don't think you want to delete the original techtree.xml file. Just use the mod folder. Deleting original game files is a bad idea. Everytime you patch the game it will mess things up.

15 Replies 9,185 Views

The trouble is that there is no tag in the GC2Types.xml file that allows me to set a "planetary improvement prequisite". There is the tag for AltCostPreReq. But that only checks to see if you've built the structure ANYWHERE on any planet. Not that specific planet. There's nothing for me to tell a ship component that the planet building it must have a certain structure.

6 Replies 5,723 Views

Ya, the problem with that is that it becomes unbalanced to the point where you wouldn't bother. If a Colossus is so expensive that only your top 2 or 3 planets can make one in a reasonable time. Why not just make 5 massive ships instead in the same time frame. Unless I make Colossus ships 5 times as powerful to counter that, which was a bit bigger than I was aiming for. But I'll see how it goes. I can't see any other way to do it. Maybe the expansion will add a *PlanetaryImprovementRequire

6 Replies 5,723 Views

Darn it! I'm going to have to figure out another way to do it then w/o giving every joe blow planet the ability to build a death star. What's the point in naming your ships when you have 200 ultra sized monsters and can replace them a few turns after they are destroyed.

6 Replies 5,723 Views

Now, if you can get Homeworld 2 to launch a skirmish instead of the GalCiv2 space combat, I'll call you a God and worship you!!!

102 Replies 94,221 Views

I'm making major changes to the techtree in my mod, for one, I am adding a Colossus sized hull. Basically it's twice as big as Massive. I disliked how with the Massive hulls, at end game they only take 30 or so turns to churn out, but when you have 30 or so planets, you're basically making them 1 per turn. So I've added a new plantary improvement called Colossus Ship Yard. It's a super project, so you can only have 1. And I want Colossus Hulls to require it for a prerequisite. In other wor

6 Replies 5,723 Views

Does anyone know if there's plans to expand the diplomacy screen, or how espionage works? Currently Espionage is really basic. You just spend the mininum. With a dozen or so turns you know everything about a race, and occasionally you steal technology. I'd love to see stealing information like, what an opposing race intends to do about me. The locations of big fleets they're building. Spreading misinformation about other races, counter-intelligence, etc. And I only ever go into th

2 Replies 2,800 Views

This may exist, if so, please tell me where. But basically the problem I'm running into is that I'd like more information in the stats. For example, I have 15 trade routes coming out of a single planet, and an economy station nearby that is supposed to provide a boost to the money gained from the trade routes. But is it? I don't know. I can't find any stats that tells me that this trade route pulls in X per turn and the trade station provides an additional Y on top of that. I'd rea

0 Replies 1,798 Views

I just posted this question and it vanished, so forgive me if it looks like I'm spamming. Anyway, I've read in a few reviews of this game, that people have posted high res ship models and textures. I can't seem to find them so I don't know if it's true. Can someone clarify? Do high res models for ships exist?

4 Replies 7,757 Views

I've read in a few places now that modder's have posted higher res ship models and textures. But I can't find them posted anywhere. I realize the game does support this, so I'm just curious as to where these mods are (or will be) posted. Thanks

3 Replies 4,751 Views