BMSMCMAM

BMSMCMAM

Joined Member # 2383517
0 Posts 0 Replies 63 Reputation

There is, PSX. All stat bonuses, new buildings, new ships, new ship componets and new starbase modules are listed under each discovery in the tech tree. IMO the tech tree is way too simple. Never do different tech lines converge, only a little more than half the discoveries give you a benefit, and when they do it's generally exactly the same as the last discovery in the line but taking up one less space or giving you a couple more research/m

6 Replies 6,602 Views

+5 cookies for writing that. Espionage really isn't that well implemented in GalCiv2. The best system I've seen was in Space Empires IV, which despite not having great counterespionage abilities, allowed you to wreck havok on an enemy empire in any number of ways. You could damage ships, destroy ship cargo, damage weather quality, damage planet quality, give a ship false orders, remove a crew's experience, capture a ship, steal technology, steal ship plans, listen to their diplomatic

4 Replies 9,063 Views

Edit: Removed code and hosted it. Playing around with the xml files I made a new ship hull that some people might like to use: the Orbital Defense Station hull. It doesn't have any new models or textures or whatever (it uses the Tiny_1 model), just a short addition to the GC2Types.xml. It's got a base cost of 40, size of 15, 18 HP, 3 Logistics, no speed (unless you put engines on it and/or research an engine ability bonus), and no range. It'

1 Replies 4,273 Views

Looking through GC2Types.xml , I don't see anyway to change initiative, accuracy, whatever. It looks like all weapons are defined only by Class (G, M or B), Size, Size Mod, Cost, Damage and graphic/sound effects. Armor is defined similar to weapons but with an S, A or PD for Class. I'm assuming the Class is hardcoded into the engine, making it hard to do something like make an armor give one absorption for all 3 weapon classes, though it may be possib

28 Replies 26,215 Views

I believe I have a much better workaround than 0 cost. Assign a negative cost to an ability in AbilityBonuses.xml . That way you can take an ability and it gives you back points for it. For example, I modified the Economics ability so that the Masterbonus gives a -5 cost, making me have 15 points. Link

11 Replies 19,285 Views