Soul1000

Soul1000

Joined Member # 2869725
0 Posts 5 Replies 74 Reputation

In a vein for possible additional trade technologies/advances, what about civilizations that are neutral in a conflict being able to become a retirement home for smugglers from other species. This would allow you to exploit their expertise, including possibly increasing trade routes payouts by using things like smugglers holds for trade goods that are legal in one civilization, say heavy weapons to Drengin planets, but you have to cross a civilizations space such as the Arceans (as an e

41 Replies 29,121 Views

I do hope they don't preclude you from using influence points, though sometimes I just liked using cold hard BC. Add enough digits and enough time and influence, and you can even get an enemy to sell if you are patient enough.

41 Replies 29,121 Views

There's a defensive system I asked about making in Galactic Civilizations II, and I realize it's gotten late in the development stages here to put it in, but something I'd like to see is a defensive tech/system that can shut down an enemies weapons. I got the idea in a cross from a Stargate TV episode and the sandbox game UP issue of arming trade ships for their own defense. It would be operating like the ECM systems for missiles, but acting on ships. The system

31 Replies 71,412 Views

how do you get a 'special login-password' to download this ide editor, or do you need to pay for it? just curious, because I've got a few ideas for mods, and from what I've been able to find out on the i-mod site so far, it sounds like it would make my life a lot easier. On a note about the editor, working with it will probably answer my question, but does it let you also set up weapons that can change variables during the combat screens -- i.e., the variables for each enemy shi

155 Replies 117,933 Views

Okay, Thanks Scoutdog. now I've just got to figure out how they differentiate the variables between the two ships during the combat. I think I've found the basic dummy names in the .str files like they'd use for your information screens, but how do they differentiate between each ship... and both sides... hmm.. anyone have thoughts, or know someone who might know which file to dig in, I'd appreciate it. Thank god for weekends.<

5 Replies 3,673 Views

I saw this post, and it just seemed to fit what I'm looking for. Wondering if anyone can tell me if in DL 1.4 during the combat screens, does the game compile the attack and defense abilities of each ship between rounds -- i.e., you attack, opponent attacks, and if so, does it seperate them out to beam, shield, missile, pd, armor, mass driver, with variables? I've got an idea for a new defensive weapon to put into a mod, but in order to make it work the way I want

5 Replies 3,673 Views