Mabus, quick question, why did the Colony Module get put back to 250 colonists (looking at your latest update)?
SilasOfBorg
Thanks Mabus! I've downloaded the latest test version and will give it a spin shortly. I've actually tried to do this a couple times already but before I can get too far into a game there's a new version ready.. I can't keep up! :) I do agree that morale was getting a little too easy. The SB changes sounds sensible too. Looking forward to it! -- Silas
Noted in GC2Conversations.xml: When giving a gift to another race, you'll get a rather jarring message, "Your generosity is greatly appreciated, ". Huh? You're talking to my whole empire? This is gramatically wrong. Changed [YourEmpireName] to [YourLeaderName] as follows:
Whoops. I must not have started my test game with the changes -- when I started a new game, it worked fine. My bad. /blush Thanks Maiden, I'll be sure to add this to any mod I download -- one less niggling frustration with the game. I actually wouldn't mind them being non-destructible, if the @!#(* programmer who implemented that would have kept track per *race* instead of per *player*. That way, I wouldn'
[quote who="Maiden666" reply="561" id="3509150"] Quoting SilasOfBorg, reply 558 Hm. I tried adding this, just to test, and it didn't let me decomission the buildings after I built them. Made sure to put the XML in the right place and that I was modifying the right file.. <
[quote who="Maiden666" reply="555" id="3509110"] Quoting SilasOfBorg, reply 552 Ah. Good to know, thanks for the clarification. You could make them destructible by adding this tagline to those 3: 1 although th
[quote who="MabusAltarn" reply="548" id="3509041"] Quoting SilasOfBorg, reply 546 Things I'd like to change: * I don't recall seeing any discussion of this, but can we make !@(#* Econ / Mfr / Tech capitols destructible? I hate nothing more than prepping one of my planets for mass cash / production / research, 
Some feedback on CU v4, from a noobish player's perspective: Huge,6 players,Tough AI,occasional planets,loose clusters. I played Arcaen against Thalan, Terran, Torian, Drath, and Korx. I started mid-map, which can be a double edged sword but worked out in my favor as the speedier Arcaen are far better suited to it. A key point is that I had tech trading turned off, because I find it both a tedious chore and easil
Wow. The absolute last thing I would have expected when I picked up GC2 again a couple weeks ago was to stumble on active mod development. Kudos and thanks to all of you for the gigantic task, and I do hope Frogboy/SD picks up the mod and we eventually see it in the base game. Guanathor, sounds like you're a little burned out -- take care of yourself, hope you are feeling better soon.
Ah, thanks for the clarification Gaunathor! I had (wrongly) assumed that, when searching for mods to a older game like GC2, anything still discussed and updated in 2014 was pretty much as current as I was going to get. I'll check out the Community Update.
Hi Guanathor, No idea what kept you going over 6 years, but here's a heartfelt "THANK YOU!!" for doing it. I've played GC2 on and off over the past several years; usually until I get a game going where the AI is obviously broken, or more recently with GC2 Ultimate and autosave somehow disabled and the "Dread Lords Have Arrived And Brought Cookies And SegFaults" event. So, its on again, and I imagine I will either shortly be praising you for the heroic amount of spit and polish,
Companies that provide good games with good service will get my money. Good service -- for single player games, obviously -- means that I can play the game when I want regardless of my 'net connection or state of some external server(s), update it when I choose, and don't need to install and run additional software in order to play the game (as opposed to installing it, which I can live with). I vote with my wallet. Deride my choice if you like, but it's the only real influence I have
To answer Brad's original question, here's my two cents. I am a huge fan of digital distribution systems, as long as they stick to game distribution (download, install, archive) and can be shut off when not performing their function. Impulse got this as close to perfect as I can imagine, to the point where I *do* leave it running because once in a while it pops up an ad that I might be interested in -- but I don't need it running to play anyth
Thanks for the feedback guys. On a related note, how long does it usually take for mail sent to gc2bugs to be acknowledged? It's been about two weeks since I reported the issue.
Sadly, no. It is in the same space as the planet, but it isn't in orbit -- the launch screen is empty. In fact, on the galaxy map both of them are drawn -- bits of the pirate ship are sticking out of the planet.
So the Korath surrendered to me. Which was unexpected but good. So a couple of their remaining ships turned into pirates. Which was expected. So one of the pirate ships is now on TOP of their homeworld. Which I own. Moving ships to the world does not fight the pirate. It docks them. Single-clicking on the world selects both pirate and planet in the multiple-ships view, with the planet listed as logistics value of "0". <p