Project origins
There was some discussion on the Steam forums as to how to get an update to GalCiv 2 out there.
Draginol popped in and suggested that an update incorporating the expertise of the fanbase would be the best way forward. A bugfixing update would soon be on the way.
I sent a message to the other tech tree modders, and luckily secured the assistance of Gaunathor, and later MabusAltarn, as well as some dedicated members of the community who posted some valuable feedback. They have been instrumental to the success of the community update, and I'm glad to have played a small part along the way.
Progress report
The community update has been released as part of a rollout of Stardock products on GOG.com and is also available as an opt-in beta on Steam!
Downloads and links
Issues which can't be fixed with XML manipulation.
The file archive folder, hosted by MabusAltarn.
The list of bugs which can't be fixed with XML manipulation.
The spreadsheet of data changes, hosted by MabusAltarn.
Initial discussion on Steam forums
Credits for community member and Stardock staff involvement
Gaunathor - Tech tree changes, descriptions and standardisation. AI value adjustment. Planetary improvement changes and fixes. Keeper of the change logs, spreadsheet and file archive.
MarvinKosh - Typo and description changes (English.str, Techtree.xml). Additional spreadsheet analysis.
DARCA1213 - Tech descriptions.
MabusAltarn - UI changes, tech tree changes, AI value adjustment, keeper of the file archive, spreadsheet and change logs.
Maiden666 - Suggestions for improvement (technology victory bonuses).
OShee - tech descriptions.
SiliasOfBorg - tech descriptions.
Frogboy - executable code changes.
Possibly.
That's odd. I just did the same test, but got different results.
Racial bonus: 0%_____10%_____35%No mod:_____16 pc___19 pc____24 pc+1 mod______22 pc___25 pc____30 pc+2 mods_____28 pc___31 pc____36 pc+3 mods_____34 pc___37 pc____42 pc
Apparently, the bonus only gets applied to the basevalue. However, that still doesn't explain why we've got different results.
I've been thinking about it. Maybe +10% Morale, +20% Social Production, +20% Loyalty could work. Or maybe +10% Soldiering instead of the Morale-bonus.
As for the last party... Egalitarians, maybe? As an opposing party for the Totalitarians. Though what would they do? Maybe +10% Research, +10% Diplomacy, +10% Morale? Free-thinking space hippies, basically. Everything goes in their society.
I've tested it through almost all of the available resolutions. Looking good so far.
Yes, that's it. Thank you.
I've noticed one little issue on 1280x1024. The borders of the videoscreen are slightly clipping over the panels on the side.
Here is how it looks with the original file.
It's not too bad. We could let it slide. Also, how many people are still playing on 1280x1024 nowadays?
Okay, the old files are back in.
No, there isn't. At least not as far as I know.
are these links up-to-date? because the RaceConfig.xml still contains the -30 diplo penatly of the Yor. There's also no new parties although the changelog mention them...
The changelog is up-to-date. It got accidentally updated when I was uploading those screenshots earlier. The game-files, however, are out-of-date now. They don't contain the new political parties and the new UI-files yet. As for the Yor still having the Diplo penalty, that's a case of "making the note in the changelog, and then forgetting to actually do the change". I hate it when that happens.
Okay, the zip-file is up-to-date now.
The new political parties still need some work. Primarily their descriptions and the bonuses.
I've also adjusted the default-parties for some of the races:
Terrans - Egalitarians
Drengin - Totalitarians
Arceans - Industrialists
Torians - Expansionists
Yor - Isolationists
Please tell me what you think of them.
Lastly, I have some concerns regarding the Federalists party. Is it just me, or is this party a bit weak?
Well, I think my test was gimped as I was using the vanilla game where the basicrangemod gives+0.4 range, we halfed that for the CU to prevent the AI from sending Constructors to resources that are on the opposite side of the map.
Which is apparently irrelevant since racial range doesn't affect it. So I ran a new test on the current CU version only checking for racial range bonuses:
Bonus:_0%____10%______35%
Tiny:___12____14(+2)____19(+7)
Small:__14____16(+2)____21(+7)
Med:___16____18(+2)____23(+7)
Large:__22____24(+2)____29(+7)
Huge:__30____32(+2)____37(+7)
--> it seems like every +5% racial range translates into one additional square.
No idea why you get +3 & +8... we must be counting something differently....
if this can be confirmed we could actually update the abilities description to make it a bit more clear what it actually does, like:
<Ability Name="Range"> <AbilityIndex>22</AbilityIndex> <AvailableOptions>1</AvailableOptions> <Option0Text>+2 parsecs to Initial Range</Option0Text> <Option0Bonus>10</Option0Bonus> <Option0Cost>30</Option0Cost> <BonusUnits>%</BonusUnits> </Ability>
tbh I still find 30 points way too expensive esp. since a shipmod gives so much more....
could use a tiny boost imo
I had another look, and am now getting the same values as you. In my previous test, I began with the Terrans (no bonus) and then took control of the Torians (+10% bonus). That may have caused an error in the range-calculation.
Agreed. How about a cost of 20 points? Or would 15 be better?
How about increasing the bonus to +30%? Or adding a +10% bonus to Social Production?
20 sounds good
If it were up to me I'd give them InterestRates, somewhere in the range of 2%-5%. Otherwise I'd increase the economics-ability a bit. After all, you pick this to get more money, incr SP will actually increase your spending
All right, here are the new files and the updated changelog. I've made sure that all of the mentioned changes have actually been done this time.
Here is an overview of all that is new:
AbilityBonuses.xmlRange: changed Description from "+1 to Initial Range" to "+2 parsecs to Initial Range", changed Cost from 30 to 20
PoliticalParties.xmlFederalists: changed Economy-bonus from +20% to +30%Mercantile: changed -20% Economy to -30% EconomyTotalitarians: new party, +10% Economy, +20% Military Production, +20% Loyalty, opposing party: EgalitariansExpansionists: new party, +10% Speed, +10% Pop-Growth, +10% Range, opposing party: IsolationistsIsolationists: new party, +10% Morale, +20% Social Production, +20% Loyalty, opposing party: ExpansionistsEgalitarians: new party, +10% Research, +10% Diplomacy, +10% Morale, opposing party: Totalitarians
RaceConfig.xmlremoved Basic Space Construction from starting techsTerran Alliance: changed PoliticalParty from Mercantiles to EgalitariansDrengin Empire: changed PoliticalParty from War Party to TotalitariansArcean Empire: changed PoliticalParty from War Party to IndustrialistsTorian Confederation: changed PoliticalParty from Populists to ExpansionistsYor Collective: changed PoliticalParty from Industrialists to Isolationists
StarbaseModules.xmlre-added Diplomatic Outpost: 10% Culture, Cost 100bcre-added Foreign Relations Center: Tech Requirement Universal Translator, Module Requirement Diplomatic Outpost, 15% Culture, Cost 100bcremoved Interstellar EmbassyImperium: changed Module Requirement from Interstellar Embassy to Foreign Relations CenterMissionary Support: changed Culture from 50% back to 25%Kryniac Conversion Temple: changed Culture from 100% back to 50%Kryniac Disciple Chamber: changed Culture from 150% back to 100%Utopian Society: changed Module Requirement from Interstellar Embassy to Foreign Relations Center, changed Culture from 200% back to 50%Xeno Influence Module: renamed to Xeno Influence, changed Module Requirement from None to Utopian SocietyStarbase Factory: changed Tech Requirement from Basic Space Construction to NoneAdv. Starbase Factory: changed Description, changed production-assist from 5% back to 4%Smart Drones: changed Tech Requirement from Cybernetic History back to Hyper Mainframes, changed Module Requirement from None to Starbase Factory, changed production-assist from 10% back to 4%removed Orbital Slave PitsStellar Slave Center: changed Module Requirement from Orbital Slave Pits to Starbase Factory, changed production-assist from 8% to 6%Adv. Stellar Slave Center: changed production-assist from 7% to 8%Industrial Replication Center I: changed Tech Requirement from Advanced Robotics back to Industrial Replication I, changed Module Requirement from None back to Starbase FactoryIndustrial Replication Center II: changed Tech Requirement from Industrial Replication I back to Industrial Replication II, changed production-assist from 5% to 6%Industrial Replication Center III: changed Tech Requirement from Industrial Replication II back to Industrial Replication IIIremoved Interstellar Collectors (Thalan)Resource Collector: changed Module Requirement from Interstellar Collectors back to Starbase Factory, changed production-assist from 15% back to 12%Mfg. Vortex Factory: fixed typo (Manufactucting to Manufacturing), changed Module Requirement from Smart Drones back to Starbase Factory, changed production-assist from 8% back to 6%Energy Matrix Center: changed production-assist from 7% back to 8%Mining Barracks: changed Tech Requirement from Basic Space Construction back to None, changed Descriptionre-added Mining Center: Tech Requirement Artificial Gravity, Module Requirement Mining Barracks, 5% MiningMining Headquarters: changed Module Requirement from Mining Barracks back to Mining Center, changed Descriptionremoved Extraction Centerre-added Extraction Complex: Tech Requirement Manufacturing Centers, Module Requirement Resource Excavation, 5% MiningResource Sectors: changed Module Requirement from Extraction Center back to Extraction Complexremoved Slave Mining CenterSlave Mining Complex: changed Module Requirement from Slave Mining Center to Mining Center, changed Mining from 5% to 8%Adv. Slave Mining Complex: changed Mining from 5% to 10%Interstellar Mining Refinery: changed Tech Requirement from Advanced Robotics back to Interstellar Refining, changed Module Requirement from None back to Mining CenterMfg. Mining Matrix: renamed back to Mfg. Mining Matrix L1, changed Tech Requirement from Hyperion Starbases back to Industrial Adaptation I, changed Module Requirement from None back to Mining Center, changed Mining from 35% back to 7%re-added Mfg. Mining Matrix L2: Tech Requirement Industrial Adaptation II, Module Requirement Mfg. Mining Matrix L1, 7% Miningre-added Mfg. Mining Matrix L3: Tech Requirement Industrial Adaptation III, Module Requirement Mfg. Mining Matrix L2, 7% MiningCollective Mining I: changed Tech Requirement from Cybernetic History back to Manufacturing Collectives I, changed Module Requirement from None back to Mining Center, changed Mining from 5% back to 4%Collective Mining II: changed Tech Requirement from Manufacturing Collectives I back to Manufacturing Collectives II, changed Mining from 5% back to 4%Collective Mining III: changed Tech Requirement from Manufacturing Collectives II back to Manufacturing Collectives III, changed Mining from 5% back to 4%re-added Collective Mining IV: Tech Requirement Manufacturing Collectives IV, Module Requirement Collective Mining III, 4% MiningTrade Outpost: changed Trade from 50% back to 25%
TechTree.xmlremoved Basic Space ConstructionCapitalism: changed Requires from Basic Space Construction to Traditional Research
Racial Tech Treesremoved Basic Space ConstructionTerran_TechTree.xmlremoved Creative Good, Paradise Worlds, Righteous Might and Righteous Justice
The Range-Ability displays "sct" as bonus-units - that should be %.
Would it be possible to swap the political parties of Drengin/Korath? Thing is that Drengin need soldiering more than Korath do, whereas Korath need loyalty more for their sporeworlds. Drengin also get some military ships for free while Korath have to build all of them so the +MP will help them.
On the invasion-screen: would it be possible to adjust the dimensions of the window to the right (which is displaying the flag) to be more wide? All the invasion.png are 100 width 50 height esp. the Core Detonation makes the planet look like an egg.
The Elections-screen could also be adjusted in height so all parties are visible right away.
The screen following the successful first-time invasion looks good to me. It really looks like an extension of the menu.
I missed that earlier. Thanks.
The Korath already have a pretty big racial MP-bonus. Their tech tree is also set to increase this bonus even more, so I don't think that the Korath need yet another boost. They also didn't seem to have any problems building new ships when I was observing them.As for the Loyalty-bonus, I get your concern. However, I don't think it will help the Korath that much. The Loyalty-ability never seemed that effective compared to the planetary culture resistance stat. Well, unless it's in the 100+ range.
I was thinking the same thing.
I've been doing a couple more changes last night. Here are the updated files and the new changelog.
GC2Types.xmlMaser: changed Size from 13 back to 14added Maser II: Tech Requirement Beam Weapon Theory, Size 12, SizeMod 4, Cost 45, Damage 1
PlanetImprovements.xmlRecuperation Center: changed MoraleBonus from 25 back to 15re-added Zero-G Amusement: Tech Requirement Expert Gravity Channeling, Maintenance 1, Cost 100, MoraleBonus 25re-added Advanced Xeno Farm: changed DisplayName to Xeno Farm III, Tech Requirement Xeno Farm Construction III, Maintenance 2, Cost 120, Food 6Robotic Farm: changed UpgradeTarget from None to AdvancedFarmingBasic Stalk: changed UpgradeTarget from None to AdvancedFarmingCounter-Espionage Center: changed Cost from 100 to 200Planetary Defense: removed one-per-planet limitationSpace Cannon: re-added "It also has a slight effect on morale." to Description, re-added Moralebonus of 10
RaceConfig.xmlDrengin Empire: changed Diplomacy from -30% back to -25%, changed Military Production from +10% back to 0, changed Logistics from +14 to +20Korath Clan: changed Diplomacy from -30% to -25%
TechTree.xmlAdvanced Charging Stalks: changed DisplayName to Charging Stalks II, changed Category from Farming to Biology, change AIValue from 10 to 7Xeno Farm Construction II: changed Category from Farming to Biologyre-added Xeno Farm Construction III: Cost 4000, Requires Xeno Farm Construction II, grants +10% Morale, unlocks Xeno Farm III improvementSpore Weapons: changed Category from Pure Research to Biology, changed Cost from 600 back to 1500
Racial Tech Treesadded Xeno Farm Construction III where needed
Drengin/Korath_TechTree.xmlXeno Farm Construction: changed PopulationGrowthAbility from 15 back to 10Xeno Farm Construction II: changed PopulationGrowthAbility from 15 back to 10, removed MoraleAbility
UPIssues.xmlUPTerrorStars: changed Question from "Terror Stars are devastating weapons in the wrong hands. It has been proposed that the use of these weapons be strictly forbidden." to "Terror Stars promote mass murder on an intergalactic scale. As long as these destructive machines are present in the galaxy, universal peace will never be realized. For this reason, we'll be voting on a permanent ban on these vessels.", changed SubQuestion from "Should Terror Stars be banned?" to "Should Terror Stars be permanently banned?"added UPTerrorStars2: same as UPTerrorStars, but lasts only 3 years
The Recuperation Center needs an adjusted icon, because it uses the same one as the Zero-G Amusement.
The Warfare Tax UP proposal is meant to deter races from going to war. Anyone currently at war will be fined for 10-20bc. Does that really feel like a good deterrent? Maybe, for someone with a weak economy. However, anyone with at least a somewhat healthy economy shouldn't have any problem paying 20bc more per turn. Shouldn't we increase the values at least a little bit?
And even then planets could fall, I occasionally see that for the Yor. But it would help a bit.
The thing what I don't get is *why* the Korath's racial & tech design is so much centered around Soldiering? It does only help them defensively, this stat only holds 50% of its power than it does for other SAs.
Additionally, AIP7 doesn't do own research into defenses - so if they don't get defensesmods from trade with other AIs, then what the War-Party essentially brings to their game is just +10 Weapons. Donno, but that's not much....
IMO alot of these decision could see a larger boost. I mean, how much time usually passes until a game is usually won? 3-5 years, so not many elections do actually happen. They should be a little bit more significant. A player still has the option to leave the UP if something untolerable happens....
BTW what do you think:
edit:
on ZeroGAmusement:
http://www.xup.in/dl,13157409/ZeroG.7z/
What do you mean? Their racial bonus is 30% (originally 10%). Germ Warfare currently adds 10%. That's 30% more than they originally had, which is equalled out by the fact, that their tech tree is missing the Planetary Defense techs. The rest of their Invasion tree is identical to the Drengin one. I hardly call that centered around Soldiering.
Still, how about this:
1. Reduce the racial bonus to 20% (making it equal with that of the Drengin). The Korath were the shock troops of the Drengin. However, I don't recall if it was ever mentioned, if they are better soldiers.
2. Give the Korath the Isolationists party. The Korath are xenophobes, so I can see this party work for them too. The Yor would then get Industrialists again, and the Arceans the War Party.
The question is still: which proposals need to be buffed, and how much? I also don't recall the AI ever leaving the UP, so we should keep that in mind.
Looks good.
Okay, how about the following for the UP proposals?
Welfare01: Instead of 5% for 2 years, it charges 10%.Welfare02: Instead of 2% for 3 years, it charges 5%.Welfare03: Instead of 7% for 1 year, it charges 15%.StarbaseTax01 and 02: Instead of 5bc, 3bc, or 1bc per week, the options are 10bc, 7bc, or 5bc.StarTax01 and 02: Instead of 10bc, 5bc, or 2bc per week, the options are 20bc, 15bc, or 10bc.WarfareTax01 and 02: Instead 20bc, 15bc, or 10bc, the options are 100bc, 75bc, or 50bc.
Well, for one the SporeWeapons-boost & the 100% soldiering-boost for their TechVic (I can't see how that stat will help them win the map technologically if TechVic is disabled).
But your solution for the Politcal Party looks good.
<UPIssue InternalName="UPHeadquarters01"><UPIssue InternalName="Welfare02"> couldbe increased. it's just one planet.
<UPIssue InternalName="Welfare01"> double. this will ensure that the no.1 doesn't run away. if it hits an AI the game doesn't have to become more easy as another AI might take his spot. the money isn't away but distributed, and at that, mostly between the AIs, anyway.
***
<UPIssue InternalName="ChangeGovernment01"><Question>To govern responsibly, civilization leaders should listen to the opinions of the people. One of the most empowering forms of government available is the Star Democracy, where each planet rules itself, with only loose ties joining it to the empire. Morale is difficult to keep up, but production and the economy will increase exponentially. For the good of our people, should governments be required to operate under the rules of the Star Democracy for 3 years?</Question>
is incorrect. I think this was correct in GC1.
<UPIssue InternalName="ConstructorSpeed01"><UPIssue InternalName="ConstructorSpeed02"><Question>As a unit whose only purpose is to haul massive amounts of cargo, the Constructor tends to become a sitting duck during times of war. We're here to decide whether or not to enforce a strict policy on the minimum drive speed of these units. If passed, the law would stay in effect for 3 years.</Question><SubQuestion>What do you feel is an appropriate base speed for Constructor ships?</SubQuestion><Option01>2 parsecs/week</Option01><Option02>3 parsecs/week</Option02><Option03>5 parsecs/week</Option03><Option04>No Change</Option04>
the "2 parsecs" & "no change" options will always result in the same speed, as without racial speed any empty hull already has 2 speed. --> change to 3,4,5
<UPIssue InternalName="Olympics01"> coul dbe increased.
<UPIssue InternalName="PrisonPlanet01"><UPIssue InternalName="PrisonPlanet02"><Question>As the overall population of the galaxy grows, the rate of crime expands with it. Local holding facilities are reaching overflow, which is why the idea of a Galactic Prison is being voted on today. Criminals from all races will be sent to a single planet, where security can be focused and criminals will be used as workers to fuel commerce. This would double local production for the 3 years the law would be in effect.</Question><SubQuestion>Which do you feel is best suited to house this prison?</SubQuestion>
is this correct? IIRC the prod bonus was less...
<UPIssue InternalName="SBAssistAllies01">
I think this vote should be made longer. One problem is that you cannot ally before 2y2months have passed, and I've had this vote occasionaly on the 1st UP, so it looses more than 14 months where it cannot work at all.
<UPIssue InternalName="TradeFed01"><UPIssue InternalName="TradeFed02"> could be increased. trade income is not a big deal anyway.
<UPIssue InternalName="UPHeadquarters02"> could be increased. just one planet.
<UPIssue InternalName="WarFareTax01"> could be increased. Maybe reduce time, as it's 5 years and there's a permanent vote as well
seems ok
Hi,
I'm just a user of the CU, so maybe you will consider this comment out of place, but I want to tell you anyway.
I have noticed that you are discussing about some game-play changes; are you talking about the CU or about a future mod? If it's about the CU, I want to warn you against making any change that go below the surface.
I don't know much about GC2, but I know a bit about software, and making last minute changes to a software that is already available to the public without the possibility to test it for some time is usually not a good idea, unless your plan is to keep the CU in beta for a while, of course, and you already agreed this with the developers.
The only boost to Spore Weapons is the aforementioned 10% bonus from Germ Warfare. As for the bonus from Tech Victory, I completely forgot about it. Probably because Tech Victory doesn't provide any ability-bonuses in AT. In any case, I don't recall the Korath ever going for a Tech Victory, so it's not like the bonus could have helped them anyhow. I'm also not sure with what we could replace it.
How? As far as I can tell that bonus is hardcoded.
Morale is difficult to keep up, but production
Yes, that's wrong. Fixing it now.
Okay.
Like with the UP HQ, the bonus seems to be hardcoded.
Yes, it's correct. I just tested it to make sure, and the production on Earth went from 26 to 52.
Increasing the duration to 5 years should do the trick.
I'm not sure, if I follow this logic. Trade income isn't that big a deal. Therefore, we should increase the amount of our trade income we have to spend in order to protect our trade routes. Which results in us making even less money from trade than before.
We could set the duration to 3 years.
Ahum... guys... This is an update to fix some last minute issues and typos, not a major content patch.
Changing AIValues and categories, adding new political parties or changing existing ones is completely out of scope and very risky.
After post 1521 (https://forums.galciv2.com/457944/get;3611813) things stop being about fixing and start altering the CU's core game play and data.
Please rollback the CU to this point.
Now, I'm not saying these changes are bad! I'm saying the CU is a finished product. It's done and it's documented.
@Maiden. Love the art for the mounts.
@Gaunathor. I love your enthusiasm but please keep yourself in check mate. The Planetary Trade change was heavily discussed at the time and wasn't made lightly and that goes for many other changes made while you were gone.
Regards,
Anthony
Okay, will do.
I consider more the broader spectrum. Even a low-planetcount empire may make 1000bcs taxes per turn, 100 bcs tourism income & 50 bcs trade. (on that it should be noted that, if Korx are not present in game, many AIs get trade very sloppily, some don't trade at all...)
So that UP vote means -5 bcs, which decreases the total balance from 1150 to 1145. How would that be relevant at all?
Here are the new files and the updated changelog. As per Mabus' request, all of the modifications since post 1521 have been reverted. This also includes all of the new UI screens. The only exceptions are:
Screens.str[SuperAbilityDescription0] - [SuperAbilityDescription11] and [NoSpecialAbilityDescription]: removed the full-stop from the end of the sentences (caused some minor issues with the UI)
TechTree.xmlStellar Folding: changed "(not just within a galaxy but in the entire 14 billion light-year diameter of the universe)" to "(not just within a galaxy but in the entire 91 billion light-year diameter of the observable universe)"
UPIssues.xmlChangeGovernment01: changed "but production and the economy will increase exponentially." to "but the economy will increase exponentially."
GfxTitleBack.png (replaced the one from Spinorial with the new one from Maiden666)
Unless somebody finds any more issues (or reports that I broke something during the reverting-process), we are probably done.
@Maiden666: If you don't mind, I'd like to use your new icon for the Zero-G Amusement in Autumn Twilight. Probably the icons for the political parties, too. Though I'm not 100% certain yet, if I will add the new parties.
I hope that doesn't completely invalidate my screen work
By Gaunathor's request, here's a new Rally Point screen, now with 400% more bugginess, courtesy of a larger map. I've no idea what causes the displacement when trying to zoom in, nor why it only happens in some sessions, but not others. It happened with the original screen, too. Still, the map is considerably more useful now. I've narrowed the text column, and it needs a change to screens.str: "Choose a Type of Rally Point" to "Type of Rally Point". Also, I'd propose changing two button labels in the file from Disband to Remove (under TABLEALIAS MainWnd and RallyPointWnd), as they both pertain to Rally Points and I can't really see how the former is applicable. Still, these aren't essential to the functioning of the screen.
Maiden, I was a bit confused about the screen changes you requested, at first. For the invasion screen, I assume you meant the Invasion Options screen, and the tactics image next to the list. Which is a valid issue, thanks for pointing it out. Changing the screen should be possible, but I don't think it will be very aesthetically pleasing. Rather, I propose we make a new set of TacticImages. I gather that DL and maybe DA used a different screen and would still need the old long ones, but we should be able to put new ones in Twilight\Gfx for it's own use, right? I did a few of them myself, hope they'll do. (InfoWarfare I left longer, because the dish should be more hyperbolic, rather than semi-circular). I'm not sure how to fix the others - the meteor one is especially tricky, since those circles make stretching obvious. The other two might work as is, your call. As for the Elections screen, I'm still not sure what you were asking, or if it's even relevant any more.
I fixed that misaligned Cancel button in the Mods Directory screen.
I revised the Title screen, to have that fabled infinite black background. Maiden, your new background is superb, but it still doesn't have a smooth transition to full black on the right border. Of course, if it's the consensus, we could just ignore it and to hell with the one guy who wants to play in ultra-ultra-wide
Lastly, I re-calibrated the video display in the trading screen. This is the Planet-Trading version! I'll get to work on the other version ASAP, but for now use the PT ones to tell me which one seems better. This one uses parameters closer to the original design, with the screen higher and slightly narrower, should be better for 1280x1024. Also, the overlay was slightly realigned to look better.
Also, I came upon a bug in the way screens in general are handled. It pertains to the order of arithmetical operations and the precision of intermediate results. Basically, (ScreenHeight /768) * 1792 can produce vastly different results from (ScreenHeight*1792)/768. Now, the Title screen is safe, I made sure, and used it to diagnose the problem. However, there are a lot of instances where stuff is divided, then multiplied in other files, which can yield differences of over 30 pixels, possibly more. I'll go over the other screens I made, and the specific things I tweaked.
In light of this, please find the time to test these and all the other screens. Picking a weird resolution, e.g. 1901x1001 might also help in identifying buggy elements.
Sure feel free to use them as you like. All of it is SD stuff anyway, just cut, mirrored, recolored etc
the Titleback.png is not the latest version
the range-bonus still displays wrongly "sct"
just to make sure that you know what I mean. I find it somehow distracting that there is so much empy-space in the middle, while the name of the tactic is left-aligned and the corresponding pic is squeezed together at the right side. So if you just increase the width of the right window that will then naturally use up some of the excess middle space.
Additionally, it would be better if the left & right box could be moved mutually toward the middle, so that the empty space is left & right while name & pic are together visible in the middle.
I might look into it for myself if you just tell me what to do in order to make these dxpacks readable?^^^^ (might be interesting for my mod as well - there I need to adjust the election screen....)
Thx^^ I'm really wondering what kind of screens are this? But I can do that, null problemo.
Well it's probably a good idea that instead of letting all those changes to go to waste to put them into a mod would be a nice idea.
Of course not. But you've just cut your teeth on editing screen and you're doing so manually. Try getting a copy of DesktopX to edit the screens, that's the software Stardock used. Manual editing .DXPACK files might seem fine an dandy but it hasn't seen enough testing to be sure.
Nice, but no, it's not getting into the CU.
Make a Screen 2.0 mod! Seriously, go for it, but take your time to get it right. Once you get going more and more ideas will pop into your head until it drives you to distraction.
For now, focus on fixing outstanding issues with the CU. You did some amazing work finding dozens of typos and inconsistencies. All that work will see the light of day and for a basis for brand new mods based of a FULLY WORKING Galactic Civilizations 2: Ultimate Edition.
For the first time since this game saw the light of day we can actually make mods that focus on modding and fun stuff instead of fixing bugs and AI idiocy.
Absolutely! Make a mods, think up crazy stuff and get it to work. The CU update brought people back to Galciv 2 and fresh mods will keep them there.
Don't try to get it perfect with the CU. Let the CU form a decent basis and work on that. Let's be honest here the CU blows the old game out of the water in balance, AI performance and fine tuning and it should keep happy for quite a while.
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