Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
The possibilities..
Published on May 30, 2006 By Draginol In GalCiv Journals

When we said you could mod Galactic Civilizations II, we meant it.  And one of the features of 1.2 will be the example mod.  The first beta has an early stab at it but it will be in beta 2 (this week) that more meat comes into play for the mod.  One might argue that we went overboard with our example mod as it is arguably a mini-expansion pack unto itself.  These mods could be done by anyone mind you. There is no coding involved.  Below are two screenshots of alternative game interfaces that will be with th emod so you can get an idea of what is possible.

v1.2 will be FREE to all Galactic Civilizations II players.


Comments (Page 1)
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on May 30, 2006
user interface mods? cool!

and its a great step to have the modding functionality approaching the capabilities found in the Civilization series
on May 30, 2006
Looks great! Kudos to the team!

I hope there's still a chance that some parts of the AI (as much as possible ) will be made available for modding. Most Paradox games had a significant part of the AI in text files with values for lots of parameters, it allowed for great modding, improvements and adaptions. Something along these lines would be great for GalCiv too.
on May 30, 2006
This is probably a useless question, but I've noticed in the pictures above that the UI retains some "shininess" to it. I'd really like to be done with that effect, especially on the minimap. Can that "shininess" be editted out? I would imagine so.
on May 30, 2006
Me likey. I lik this UI much more than the original one.
on May 30, 2006
personally I kind of like the mettalic 'shiney' look. but yea, I'd like to remove the 'shineyness' from the minimap, which kind of obscures things in that top area. having the rest of the UI looking 'shiney' is np for me.
on May 30, 2006
Wow! Is it heresy to like the mod interface _better_ than the normal one? Great job team, looking forward to b2
on May 30, 2006
Wow! Is it heresy to like the mod interface _better_ than the normal one? Great job team, looking forward to b2


I never said it's heresy to like the mod interface better than the normal one. I was just stating my opinion.
on May 30, 2006
Oh, is that what that half-circle over the top of the mini-map always is? Shininess? If that can be taken away it should be, I never had any idea what it meant and it screws up the colors.
on May 30, 2006
I wonder if it would be possible to make rotating components on the ships. For example, one that once you install it constantly rotates around its center axis. My Angel's Pencil ships just don't look right without their outer ring spinning, and the same goes for Babylon 5 style ships.
on May 30, 2006
If you don't like the shiney stuff it's easy to remove. Just get www.desktopx.net and edit the screen. 3 seconds and you're done.
on May 30, 2006

I wonder if it would be possible to make rotating components on the ships. For example, one that once you install it constantly rotates around its center axis. My Angel's Pencil ships just don't look right without their outer ring spinning, and the same goes for Babylon 5 style ships.

I think the Omega class destroyer ship in the library already does htiis.

on May 30, 2006
Actually, it looks like it did, but...

- increased size to be more in line with the Hyperion and Olympus Class, note that
I had to remove the rotating hull animation because with it the game wasnt able to scale
the ship correctly (way too large on the galactic map, or way too small in combat depending on the
models real size)


Darn.
on May 30, 2006
Double darn on the 'no rotating part'...

I was looking forward to making 'Serenity' from the movie/TV show.

(grins)
on May 30, 2006
Could rotating ship parts be a new feature in the next patch? =D
on May 30, 2006
Is it possible to design new, floating UI elements? I've always wanted to have the econ sliders and income breakdown available in a mainmap window.
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