Hah, I see what happened there. They never bothered to animate the grill or the furnace behind it. So, as the robot moves around, they stay in place and clip through. Sloppy. Can it be fixed? If one had the actual animation file, sure. Otherwise, a moderately skilled artist would have to fix it frame by frame. Worth it? Hell no! If I had GalCiv3, I'd look to scavenge some of their assets (if they're pre-rendered), but as is, I neither do, nor would it be feasible for a patch
I was afraid this might be the case. Still, thanks for taking a look at it. Having the Yor video fixed is already more than I hoped for after all those years.
(I assume this little Yor fix, plus any other we may yet find, can make it in? - with careful instruction where it should go)
Don't you worry. After Stardock is back from the holidays, I will send Yarlen a detailed list of what's changed, and where everything needs to go. I don't want a repeat of what happened with the original attempt of incorporating the CU into GalCiv 2.
I can't really hear the error, or I'm just lumping it in with the other electronic blurps.
It's actually a little under 1 second in. The audio suddenly stops for several frames, and then resumes. I find it highly aggravating. In any case, I've added the silent version to the files.
The 2 Hatchling Mounds use the same icon, if you don't rely on auto-upgrade it may get tiresome having to check manually which one is build.
Thanks, I've added the HIVEFACTORY1.PNG and HIVEFACTORY2.PNG to the files.
Quoting admiralWillyWilber,
I think in 2.03 it was so, but if it wasn't don't you think you should no what you are buying considering if you play some species you don't have all, or most of the wonders, so it's not like I can check in my tech tree to see what it does.
No, the trade screen never told you what Trade Goods do. It's also not something we can change. Unless I'm mistaken, we can't add new tooltips. Also, there are only about a dozen or so TGs. I don't consider it that hard to remember what type of bonuses they all provide (the exact amount is another matter). If it is too hard for you, then use espionage to find out. Search for the planet where the AI has built the TG, and then take a look at it (either via the espionage screen, or, if your rating is high enough, the planet screen).
in this particular case you could right-click on the specific tech which let your opponent build this wonder, in that description you should be able to see what the wonder does.
That works too, of course.
Unless the particular tech is untradeable.
Quoting admiralWillyWilber,
Anyways I would like to do what I did with three, and mod this to have as many planets as possible. I want the same chance to find extreme planets. I want the same percent of classes of planets. I just to eliminate as many class zero planets as possible. I like what you guys have done to the Yor thanks. can you reply how to do this.
That's not possible in GalCiv 2. All of this is hardcoded.
Let's hope this counts as my good deed for the day: TitleWnd.dxpack, TitleBack.png.
If it doesn't, then I'm going to be disappointed. They look good so far, though the seams in the title screen are a bit annoying. That's hardly your fault though. They have always been there.
Now that I've joined the club of UI tinkerers, I'd really appreciate some help in tracking down the UI elements with stretched animations in them: anomalies, and the like.
I've gotten so used to the stretching that I hardly notice it anymore. The only exceptions are the videos and the trade screen images (videos for the majors, and images for the minors).