No it couldn't. You know what you doing.
BMSMCMAM
That wouldn't be more accurate. That'd mean you would be using up tons of research points just to get a weapon that equals Disrupter III, wasting points that could be used for better improvements.
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
+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
Factories don't cost all that much to buy. If you're getting a new colony 50+ turns into the game, you should have well more than enough to buy that first advanced factory and then build another. If not then your economy is really screwed up.
Comments, suggestions, insults? I'd like to know if anyone has tested it.
He's playing Unreal Tournament. It's fake anyway, he obviously knows his webcam is on, and he's using a very old keyboard.
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'
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
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