How long do you plan to keep people working on GC2 for? Personally, I think there still are a lot of minor tweaks, the sort that could be implemented in 1-2 hours. Are you planning to do all of those?
fsk5809
I decided to make a summary of everything on the GalCiv Wiki site: https://www.galciv.wikia.com/wiki/Bugs_and_Requested_Features Of course, it isn't 100% complete with everything suggested here, but I tried to get most of the frequently-mentioned stuff or the stuff I'm most interested in seeing.
I found a winner! XML Marker 1.1 gets the job. Special thanks for all those who suggested it.
That was pretty useless advice. I'm referring to a *GOOD* xml editor, one that will expand/collapse/sort tags for me. Yes, I know how to use notepad/wordpad. I'm looking for something more useful.
Does anyone know a decent, free XML editor?
There were promises of an overhauled espionage model in the expansion pack. I assume it's waiting for that.
If you have "minor races disabled", does that prevent the Fundamentalists from appearing?
Just wondering: Whose idea was it to make Starports indestructible? That seems crazy to me, especially since the AI foolishly builds a starport on every single planet.
I uploaded them, but they haven't been "approved" yet. It looks like the approval process is a week behind. I made another version (not submitted yet). I added some new social projects. Did you notice that "starport" was made "indestructible" in v1.1 b17! WTF!?!?!
This can be handled with a mod. You can edit the "tiny" and "small" hulls to have a higher base speed (and higher cost). That would increase the attractiveness of "tiny" and "small" ships.
Wait a minute, Draginol == Frogboy? Why?
OK, I uploaded two versions, v1.0 and v1.1 of my rebalanced planetary improvements. I'm still in the "playtesting" stage of my mod. I found that the trade goods don't work! I can't add new trade goods! (But they're in my file.) I wanted to make it so that each trade good provided 40 mp (equal to an Industrial Sector) on the planet that built it. I'm putting my "PlanetaryImprovements.xml" in my "mods" folder. I'm *NO
I wrote an overhauled "planetaryimprovements.xml" file that addresses the above concerns. Where should I post it so others can take a look at it?
Well, I went ahead and wrote. Where do I submit it so other people can look at it and critique it? What I did was I gave my "improved" buildings a different name. So you can build both the default version and my "improved" version. It matters for the trade goods, because there's now TWO diplomatic translators (my version, and the version that comes with the game). I tested it with one game, and I agree with what someone wrote a
I never understood why the AI puts a Starport on every planet. Low PQ planets ( Medium PQ planets are my manufacturing base. They get all factories and a starport. High PQ planets are my economic base. They get 6 factories, 3 farms, enough entertainment to keep them happy, and the rest stock markets. I replace the factories with stock markets after the st
To get 1.1 BETA4, you have to be using Stardock Central. A lot of people on this forum have said "But I don't want to use Stardock Central!". I think that's silly. It's a fine utility. Version 1.1 won't be downloadable as a standalone patch until it's released. V1.1 fixes enough stuff that I advise upgrading immediately.
Here is a "modding" glitch: I edited "PlanetImprovements.xml" and placed it in C:\Documents and Settings\Administrator\My Documents\My Games\GalCiv2\Mods\Data\PlanetImprovements HOWEVER, instead of REPLACING the standard buildings, it now has *2 COPIES* of each building. I classify this as a bug. Try it yourself and see. I'm using v1.1 BETA4.
Nope, it didn't work. I edited "PlanetImprovements.xml" and placed it in C:\Documents and Settings\Administrator\My Documents\My Games\GalCiv2\Mods\Data\PlanetImprovements HOWEVER, instead of REPLACING the standard buildings, it now has *2 COPIES* of each building. I classify this as a bug. Try it yourself and see. I'm using v1.1 BETA4.
Here is a "modding" glitch. I edited "PlanetImprovements.xml" and placed it in C:\Documents and Settings\Administrator\My Documents\My Games\GalCiv2\Mods\Data\PlanetImprovements HOWEVER, instead of REPLACING the standard buildings, it now has *2 COPIES* of each building. I classify this as a bug.
My advice: Only play on "large" or smaller galaxies. I gave up on playing "huge" or "gigantic" galaxies.
I just had another idea: I want to change each trade good and galactic achievement so that, in addition to the trade good benefit, it provides as much mp as an industrial sector on the world that build it. I always hated not being able to build achievements on my top planets, because the achievement permanetly uses up a tile!
I have become frustrated by the brokenness of some of the social projects, and decided that I'm going to do something about it. For example: "Industrial Sector costs 800! WTF? Why would anyone ever research the tech that allows them to build Industrial Sector?" My goal: create a PlanetImprovements.xml file as a mod What do I do? Is it enough for me to create a new PlanetImprovements.xml file and place it in my "My Games\GalCiv
This is for v1.1 beta4: Under certain circumstances, the blue/yellow "production complete" boxes don't get displayed properly at the end of a turn. I also would like to see more color-coding among these icons. For example, "ship auto-launched" should be blue with a red border, and "ship not auto-lauched" should just be blue. Economic starbase +social production bonuses do not appear to be properly figured into the "turns to comp
I agree that the performance is pretty bad on gigantic maps. I decided to drop down to playing only "Large" maps.
This is for v1.1 beta3: The "no production turn after loading game" bug is still present. The "mouse over military production to see details" does not appear to work. I still would like to see a more detailed colony governor screen and rally point manager. If you build "soil enhancement" on a planet, the PQ number increases by 1. However, when the game is saved and reloaded, the PQ number goes back to the ol