[quote who="Sup1001" reply="2" id="2833861"] Quoting qrtxian, reply 1 3. Madridia class What is this? I think that is the class of ship that Khan stole from star trek 2 the wrath of Khan.[/quote] No, that is Miranda class.
Quaternus
This might cause problems for me as I have modded my civilization capitals to get an upgrade based on alignment after Xeno Ethics is researched. I also have one custom race that gets to upgrade its planetary capitals.
[quote who="Tolmekian" reply="19" id="2832925"] I've tried this with no success. I haven't been able to get it to work for custom races and I haven't tried with a major race, so I'm not exactly sure that I'm doing it right, though.[/quote] This does work for custom races. Be sure you edit their home star and home planet in their raceconfig files.
I don't think you get a new civ capital building.
[quote who="Scoutdog" reply="8" id="2832587"]You forgot about the "constructor2", but I'm not sure if a custom ship counts as a mod.[/quote] No, making a new ship doesn't require manually editing any files.
5. Month name modified 6. E9 has replaced B for billion. I want to be able to have everything in scientific notation, but it looks like only engineering notation is possible. The clock is stock. You can select the option to display it in the settings menu. We're all done for this picture. A new one will be coming soon!
I suspect that if I edit CustomPlanets.xml to include home systems for the minors that the game will use them?
It's easy to do, but I can't figure out how to make a home star system have a star other than yellow.
I think you might get to if your homeworld gets conquered.
PM it to me.
3. Solar prominence 4. Custom race logo Star texture is stock. There is still more. Look very closely...
1. New mining bases 2. Custom planet texture
They are on Tough, so I doubt that.
I did this and now no one will build colony ships. What could I have modded to cause this behavior? I reset all the AI personalities to their defaults so that can't be it.
Moved it here, enjoy: https://forums.galciv2.com/400884
I post a picture, you all get to point out things that have been modded. Here is the first one:
I post a screenshot of my game, all of you hunt through the picture to find things that have been modded. Here is the first one:
There is a new value for trading now, called Willingness To Trade. AI Value is now just for what priority the AI places on the tech.
I do know how to change the names of months though.
Has anyone tried modding how many months or weeks are in the year, or in what year the game starts?
I think you can just lower the AI Value for the tech to make them less interested. It was odd to see it mislabeled but with an AI Value of 120, which is far higher than any other tech.
I'm having problems getting the CPU to expand, regardless of AI. They like to stick with 2 planets for some reason.
How do I take them and in which folder will I find them?
I like to put them into the home star systems of different races. They actually turn out well in the end, since they have so many tiles for terraforming.
I don't like that constructors have upkeep. How do I change it back to the way it was?