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 2)
2 Pages1 2 
on May 30, 2006
i like ths change, thats a nice look, more minimal, thats awesome that it can change that much, we love you stardock haha
on May 30, 2006
Just a bit more reason why all gamers should luv the folks from Stardock!

Keep up the great work Brad and co.!
on May 30, 2006
Question- have you guys fixed the String not Found errors yet?

I had to go back to 1.11 because it was annoying me too much- they're all over the place.
on Jun 01, 2006
The string not found errors were caused by the servers not being synchronized properly. They are now synchronized, so you should be able to get it properly now.
on Jun 01, 2006

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.

Nope, the AI is not scripted so it's not possible to mod the AI.

Could rotating ship parts be a new feature in the next patch? =D

Not in a patch.  It might be possible in an expansion pack, but it would take some work to make it not be a pig.

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.

No, it's only possible to change the appearance of existing screens.  We would need to implement some sort of scripting for you to be able to create new UI elements/screens.

on Jun 01, 2006
Do you mean I must reinstall the game?!
on Jun 01, 2006
Cari, I still get String not found errors in the Options screen in the Mods window. What do I need to do to solve them (since Stardock isn't letting me redownload), reinstall the entire game? I hope not; that would be a really poor way to solve the problem.

-HM

on Jun 02, 2006
Cari, I still get String not found errors in the Options screen in the Mods window. What do I need to do to solve them (since Stardock isn't letting me redownload), reinstall the entire game? I hope not; that would be a really poor way to solve the problem.

Have you tried the following:
- uncheck the "show prerelease" checkbox
- install the associated version (ie the 1.11 productive version)
- check the the "show prerelease" checkbox
- install the associated version (the beta version)

If you have archived the 1.11 version, you can also reinstall it from archive and then redownload the beta.
on Jun 02, 2006
I tried that. No go. Here's screenshots:





-HM
on Jun 02, 2006
Nope, the AI is not scripted so it's not possible to mod the AI.


So be it - I think it would be sweet if the AI's had a state file that they could update so that they, over time, adapted to my play style. Obviously you could imagine to share the state files using MetaVerse as well in order to make the AI better than all of us.

Oh well, I do not expect this to happen as I suppose it would be a major redesign of the AI.

What I think could be done is to store a trustworthiness bonus for the player between sessions so that the AI ain't fooled every time that nasty player shows up with gifts or whatever and then backstabs it.

Another thing I have thought about is how closely the UI and the AI's are attached to the core game engine, if they are well separated then it should be trivial to create games with 0 or 1 human player. The purpose of a 0-player game is to let the AI's fight it out amongst themselves, I suppose that could be a useful development tool and additionally it could be a way to get an instant war story using the resume function of the game.
on Jun 02, 2006
Nope, the AI is not scripted so it's not possible to mod the AI.


That's too bad. I think it would be enjoyable to play around with some of the more fundamental mechanics like the AI, economic model and combat model. I do however realize what a pain in the ass this would be for you guys.

on Jun 05, 2006
I have to say, I really like the mod's interface. Apart from one thing: there's no way to see how much cash you have whilst looking at an individual colony.

Other than that, I love the minimalism! And those races are just hilarious.
on Jun 05, 2006
Nope, the AI is not scripted so it's not possible to mod the AI.


Why not introduce a variable into all the big equations, add * X on the end of everything and make X 1. Then allow people to fiddle with those numbers, like "AI Aggression" which is the distance to neighbours equation or something.

The ultimate test of clean code
2 Pages1 2