SpaceAce75

SpaceAce75

Joined Member # 2530877
7 Posts 17 Replies 229 Reputation

Wow! Great info guys. What I want to accomplish is remove the orbiting asteroids, have a slow extraction rate from the planet itself (representing the cost/difficulty of mining on the surface and transfer to orbit.) I'm actually in the process of Why? because I want to shift the balance of resources to come from non colonisable objects instead, just suits my style of play. I am hoping the residuals from planets will prevent total loss of resource collection

8 Replies 5,454 Views

Hi all, I've been diligently flavouring SoaSE:Trinity to my taste. I almost have it where I want it, I just want to see if the following would be possible, and ask for a point in the right direction from somebody who might know how. What I would like to do is have planets (ice,volcanic,terran & desert) have a chance to produce resources directly (example: planet is colonised, there is a chance to earn 0.3 metal/sec and 0.1 crystal/sec, without having a

8 Replies 5,454 Views

I wont be home for a few hours, so I can't check myself right now. Does anyone know if adding 'spawnProbability' to a group/ring in a random map would work to set a percentage chance that the group/ring would exist or not? (e.g I want 4 asteroid fields in a group/ring, or no group/ring at all) Advice is appreciated! Thanks

0 Replies 1,975 Views

Yeah, I also realised why I was seeing no changes when I modded the file, I forgot to change the corresponding .raceconfigxml in the My Documents for my race (Terrans, I just changed the name) With a -10 for speed, successfully reduced speed to one. I got the effect I wanted, just caused myself alot of confusion in doing so. Thanks to both of you for your help! Cheers! SA75

9 Replies 12,904 Views

Thanks for your post, it is VERY informative. I am indeed using TA. I had assumed that the 10 was a percent, I stand corrected. Im back to modding GalCiv2 after a lengthy hiatus, so Im rusty with some of the values and whatnot. As it stands, I have removed all engines off the Colony, and Miner ships, and changed the Flagship to have just 2 Hyperdrives instead of the Ion Drives in the GC2Ships.xml. The 1 movement I saw on the Miner, is undoubtedly from exit

9 Replies 12,904 Views

Good idea, but not exactly what I needed. That value is a percentage of total speed + or -. I just want to reduce the base number of tiles to 1 from 3. It appears now that my original assumptions were wrong, it appears that the Space Miner is reduced to moving 1 tile per turn after improving an asteroid (at least thats the effect I am seeing with the latest TA version) I just want to have it so that no Hyperspace drives on a ship equates to only

9 Replies 12,904 Views

Okay, it turns out I'm crazy and the above is wrong. That only seems to happen with upgrading my Space Miner. So to revise my request, is there any way to mod the game so that not having a hyperdrive of any kind on a ship either results in a speed of 1 spaces per turn, or better yet, 0 spaces per turn? Thanks again for any insight. SA75

9 Replies 12,904 Views

I've searched but come up blank. Im trying to figure out how to remove the speed bonuses that are appartently applied to your starting Survey Ship, Colony Ship and Mining Ship. It appears to me that these starting core ships start with a +2 to speed. I have experimented by commenting out the components for those vessels in the GC2Ships.xml, and even with no drives attached, these vessels enjoy a speed of three. Any ships I create in game that do not

9 Replies 12,904 Views

I should correct myself as it seems I pointed blame at the SDC incorrectly. I tested this out further, and seems to be related to the difference between what SDC and Impulse write to the registry, or I think more accurately, where Impulse is expecting TA to be. I installed via SDC, DA and TA's registry do not contain a PATH string at all. The EXE strings respectively contain DarkAvatar\DALauncher.exe and Twilight\TALauncher.exe. Now, in Impulse, DA reports an update to .103 i

76 Replies 78,658 Views

I had this issue, I was able to fix by hacking the registry (I have XP, so I dont know how this will work with other OS's). The issue is with SDC and what it writes to the registry, not Impulse actually. If you are comfortable with regediting then you can do the following: goto HKEY_LOCAL_MACHINE\SOFTWARE\Stardock\Drengin.net\GalCiv2\Twilight\ add a New String Value called Path (do this by right clicking on Twilight folder in regedit), right click on the Path string y

76 Replies 78,658 Views

I'm one of those players who loves to document his games. It serves as a reference for me when I take a day or two off from the role of Galactic Emporer, so I know where I left of. Plus, its a nice aid for storyboarding for fanfic. I REALLY like the Event Log that already exists, but I find that it isnt verbose enough for me, and i would LOVE to add my own event entries in their, so I could use it like a journal for my conquests. If possible, in some future r

0 Replies 2,315 Views

I did start from a new sandbox game. I had only just reinstalled GC2/DA/TotA on thursday night at home, and Fri morning at work. I did the design work, grabbed the sihptemplates folder and brought it home, dropped it in the GC2TwilightArnor folder in My Documents. This was one of my scout designs on a tiny hull, for use early in the game. It shows up fine in my work computer at the start, but not on the home one. Both are 1.91.021. So does GC2/TotA just read the contents of the shiptempl

4 Replies 7,711 Views

Hi All, After a long hiatus from GalCiv2, Im back at it with TotA, but have forgotten how to do this. I have designed a few custom ship templates at work, and wanted to take them home to play in my game. I grabbed the My Documents shiptemplates folder, and dropped it in my game at home. The files are in there, but they dont appear in my game. Is there a control XML file or something that I am forgetting to take with me? What else do yo

4 Replies 7,711 Views

I am of similar opinion of GoblinCookie: Using a carrier to extend the effective range and deployment speed of Fighters. However, I think it should be limited to Huge hulls only would require a "Carrier Module" with a high cost and space requirements, and only can be "carried". How I see it working, is that Tiny Hull ships that are in a Fleet with a carrier share its Speed and Range. A further caveat could be that hyperspace engines and life support modules are unavailable to Tiny H

176 Replies 349,381 Views

My two cents, it kinda makes sense. While you may not have the tech to colonise such a world, the inhabitants do, so they would have put whatever infrastructure in place that allowed them to colonise it themselves (i.e. atmosphere converters, radiation shields etc). However since this technology is beyond your grasp to use and maintain, thus the )% production value. Thats how I see it. I think it would be kinda cool if when you invade a world type you can't colonise, if you

19 Replies 12,291 Views

Hi all, As I start delving into modding GC2+DA, I have found myself asking a few questions and thus creating multiple posts. To avoid cluttering the forums every time I have a simple question, Ill just ask them in this thread. My current question being: How do I modify the number of crew for a hull type as it is shown in the Intelligence Report for a given vessel. Silly question, I know, but I like tweaking things to my aesthetic tastes! Cheers.

2 Replies 3,212 Views

Awesome! Thanks, I was looking for this info! You know, I think what I love most about GC2, is the fact that you developers are so active with your community. You don't see that to often anymore.

12 Replies 9,204 Views

I love the new Milky way map, however I want to add a degree of randomness to it so that its different every time I run it. I am basically writting a quick and dirty utility that will randomly create planets around the 220 stars on this map. The one part I am having trouble with is determining what the various TYPE values are. '0' I assume is normal, but im not sure what values are for toxic, radioactive, heavy etc. Anybody have any insight on this? Seems I can't find a planet equiv

2 Replies 2,989 Views

You'd be suprised how much even the simplest program can cost. Programmers don't come cheap. You have to keep in mind that computers are stupid. Actually, it shares about the same level of intelligence as your couch. A programmer has to give it instructions on every little thing it needs to do, and try and predict what an end-user may do with the program, so that he can tell said computer what to do when the unexpected happens. Then someone has to test that the programmer got it right.

75 Replies 34,527 Views