3 mb
4418 dls
January 15, 2007
This is Dune mod based on Frank Herbert's Dune.

This mod adds:
Planet Arrakis
Planet Geidi Prime
Planet Caladan
Planet Sigma Draconis IV
Custom Race Spacing Guild of Navigators
Custom Race House Atreides
Custom Race House Harkonnen
Custom Race House Ordos
Custom Race Fremen
192 kb
3269 dls
December 25, 2006
I developed this mod to try and add another element of difficulty and another path to winning the game.
The Mod adds a new line of research which allows the player to start archeolgical digs and to research precurser technology.
Which eventually leads to being able to build improvements so the player can finally build a Precurser Sun-Flare Gun.

This gun is a true Dread Lord Weapon and can wipe out any ships with one hit. It will take almost as much time to research as a Technological Victory,
however, if you get the Sun-Flare Gun you should have no trouble winning the game by race annihilation unless of course other races have researched it as well.
Because of the time it takes the player will have to continue normal research methods, diplomacy and technological efforts or he may be destroyed before he can build the gun.
So it's a real toss up to which way you can and want to win. It's quite a challange.

So I hope you enjoy this. It's my first mod and it should work OK. I've tested it on GCII v1.4 If there are any problems, concerns, or constructive critisims, please let me know:

Email: cjljball@yahoo.com.au
7 mb
2873 dls
December 15, 2006
A Star Trek Animated Mod for Gal Civ 2
4 mb
3846 dls
November 13, 2006
7 playable HHGTTG races, artificial planets, new engines and other HHGTTG related stuff.

Forum thread: http://forums.galciv2.com/?forumid=348&aid=135341

There is a version that includes new videos and music, which can be downloaded here: http://www.filecrunch.com/file/2bm
4 mb
12955 dls
November 11, 2006
-- UPDATED FOR 1.40X --

Planets MOD

This mod adds more planet designs to the game, so you won't get the same green earth-like planet over and over again! This includes, Lava Worlds, more Ice Worlds, more Desert Worlds, Beach, Tundra, Swamp worlds etc.

I have also added planets for each of the major races, and assigned them in CustomPlanets.xml to appear in game as appropriate.

Each Planet also contains new textures for the invasions animation.

Also included is an extended set of gas giant planet textures for the Class 0 worlds of the galaxy.
6 mb
12560 dls
November 11, 2006
Alternate Reality is a mod which currently adds more than 100 new techs to replace most techs from Gal Civ 2. At the moment it has five new races, and the ability to easily create your own custom race with a unique combination of technologies.
New improvements and components come together to completely alter Galactic Civilisations!
Please read the readme included in the zip file.
If the download looks funny, rename it to have a .zip at the end, then you can open it.
All feedback or queries to alternate.reality.mod@googlemail.com.
56 kb
2099 dls
October 18, 2006
This new version adds and modifies my prevous mod.

New Material:
- Righteous Forum now has a cost
- Righteous Forum now requires the Galactic Forum
- Added techs from v1.2 example mod
- Added four new repair modules
- Added an early defense module

Original Changes:

New attack and defense modules for all Evil Weapons and Good Defense
New trading module for Neutral
A new influence module for Good
Two new Range Modules

Protect Minor Races (Three Years)
Protect Minor Races (Forever)
UP Headquarters (Forever)
Susspend Evil Trade - (None - Three Years)
by TOV
54 kb
1853 dls
October 18, 2006
Adds new modules and UP issues, Including:
New attack and defense modules for all Evil Weapons and Good Defense
New trading module for Neutral
A new influence module for Good
Two new Range Modules

Protect Minor Races (Three Years)
Protect Minor Races (Forever)
UP Headquarters (Forever)
Suspend Evil Trade - (None - Three Years)
by TOV
37 kb
2385 dls
October 12, 2006
Revamps the military research trees and combat hulls. Balance still needs to be worked out.
5 mb
5980 dls
October 4, 2006
What if mankind wasn't united before Hyperdrive was invented?
This mod contains 9 major races and 8 minors 12 of which are present-day nations and leaders.

Forum thread: http://forums.galciv2.com/?forumid=162&aid=128161. I will constantly update this with details of additions and all comments on the mod should be posted there.

To install, see the included readme.
2 mb
3299 dls
September 26, 2006
INVADER-Mod GalCiv2 Full 7.0.2 Lite (Spreadsheets only) for 1.31.049

*Made a Lite version with Spreadsheets & Necessary graphics only for easier download (2.09MB)

*Added Super Races to Raceconfig.xml so races and default governments are loaded during play. (Lastnight.)

*Finished intagrating 1.31 Changes.

*Re-added Miniaturization and Logistics.

*Un Nerfed Population, Un Nerfed Morale, Un Nerfed Economics.

*Added Super Races.

*Re-Re-designed political partys (so that they make sense.)


Populists now have population growth

Mercantile now has economics

*Optimized for 1.31 Final

*Removed Dummy files 0kb

*all pre-built races in game now are super races to own the player character...thats you!

*added ability to create a completely blank custom race template.

*added economic bonus for science buildings late game so they have some function after all techs learned.

*Reblanced abilitybonus.xml

*Fixed Bug where invasions would cause lockups with the new Beta [1.3 Beta 2]

*Now fully compatible and easy to install with the 1.2 directory structure.

*Fixed bugs in abilitybonus.xml.

*Includes a current version of my own race the Krewrath.

INSTALL INVADER-Mod directory into:
C:\Program Files\Stardock\TotalGaming\GalCiv2\Mods

Then goto option ans select : This is the INVADER-Mod 7.0.2 Lite folder.

Race Dir
C:\Documents and Settings\Administrator\My Documents\My Games\GalCiv2

43 kb
2341 dls
September 4, 2006
This utility change the cost(duration in weeks) that takes you to build things and research.
1) Just Drag and Drop the .xml file over the executable.
2) Enter the ratio of Cost compression.
3) Done.

The program will guide you...
How it Works?.Well, it searchs the value of Tags and multiply it for a ratio that could be between 0.000000001 and 9999999 more or less, you decide. So, you can use it whit any file you want, even from another mod...
NOTE: It will not set cost values lower than 10.
NOTE2: Remember to backup your original files.

Well, that's all, sorry if my english was too bad.
Good bye and Good Luck
268 kb
3733 dls
August 12, 2006
This mod is fairly extensive and fixes or re-balances many long standing issues within various points of the game.

Each xml file is relatively well documented but a full description of the the most heavily modified files now follow:

This file has been modded extensively. A few things to note in particular are the removal of sizemod from weapons, the overall rebalancing of all weapons and armor relating to Space vs Damage vs Cost, the hull changes (sensors are now all 1 for every hull, and tiny and small hulls get a slight speed boost, hp's for all hulls are doubled and a new hull has been added for starbases giving them a base 200 hp's). In general, there is now no huge difference between any of the beam, missile , or mass driver techs, they all give the same ratios at the same research costs. None of them are "better" than any others except when relating to what techs your opponents are using.
Sensor and Life support values have all been reduced overall as well.
Nano Ripper's have been removed since Mass Drivers overall are much better than before and Subspace Annihilator is an actual weapon now.
One final note
All sizes have been increased by a factor of 10, both as a miniaturization fix, and so that weapons and defenses can be scaled accurately

Quite a few changes in this file.
New ability Starbase Range given to the influence modules from the diplomatic tech tree.
Starbase Range also given to two military modules. A few more ShipSpeed boost modules and SlowEnemies modules are given as well, available along the Engine techs. More Defensive modules available.
All modules now scale much better than originally.
Generally speaking, there are a lot more options with Starbases now, and they can hold their own much better than before. The main reasons these got such a beef up is because the ai actually uses Starbases quite well

Range as an option has been removed due to the way this mod works, refer to Raceconfig.xml for the full explanation. Luck, Creativity, and Courage have been left here as options, even though through extensive testing I've yet to figure out what *exactly* they do, but if you really want them, they are still available.
The rest of the abilities have all been given 4 options...3 small upgrades and one huge upgrade.

Most of these have been beefed up quite a bit, so that the money bonuses aren't the only ones that are "good".
Feel free to tone them down if you feel they are TOO good as is. Personally I like them this way

A ton of changes here.
The emphasis here was to keep the ai from crippling itself (soil enhancement changes, industrial changes etc) Orbital Fleet manager is also cheap and available immediately, meaning the ai will usually have these built on their planets. Yes it's one less tile they can use for other things, but as a side bonus, their planets are quite a bit harder to kill now.

Farming improvements now start out quite small, but scale up as you get furthur into that tech tree, and the tech tree is a little longer than before. This change was made to give farm tile bonuses greater emphasis and to limit planet population size if you don't research better farms.
Other changes have been made here and there to make a little more sense.
Example: Hyperion Shipyard now gives a 5 speed boost and is avaiable earlier
There's really a ton of stuff like this here, too many to list them all, it's better if your curious to just look through the file
or look through the Galactopedia to see what changes have been made.

Most techs have been changed: their costs scaled, their ai values tweaked, etc
Several big changes to point out though.

The last two Diplomacy techs, Majesty and Total Majesty...are now "Good" only techs
The last Defensive techs are also exclusive to "good" races
The last weapons techs are now exclusive to "evil" races.
Neutral didn't get a huge boost, but with those NLC's I didn't feel they needed one.
Trade got a huge boost in the + trade bonuses category but got a nerf in # of trade routes given.
This was made to overall boost the value of trade and also to give value to taking extra trade routes as a race pick.
(Maximum hardcoded limit on trade routes is 12)

The Planetary Defense tech tree has been removed, all it did was give the player even more tech to boost soldiering
far above what the ai had. The first tech on that line has been integrated into the invasion tech tree, and tidal
disruptors has been put into the tree as well (no longer a branch).

The Starbase Fortification tree has also been removed and the modules from that tree have been moved to other techs.
Mainly the appropriate defense and weapon techs. As it stood before it was just confusing and added little to the game.

Researching up the tech victory tree gives you bonuses to your civ's research ability as well. Overall this makes
tech victory a little easier to achieve than before, but also gives a use to these techs if you have tech
victory disabled. The cost for those techs may need to be tweaked furthur, but as is are still quite expensive.

There are other minor tweaks and changes but most are pretty intuitive and given explanations within the game.

All races have been rebalanced and most have been boosted.
What I was aiming for was to have free bonuses that equate to about 10 customization points without using those points at all (they don't match the AbilityBonuses).
Generally this makes each civ more powerful overall, but I prefer boosting "bonus poor" races than nerfing "bonus rich" races. They should all balance out.

A Note on Range.
Range as it stands in the game is a little bit *wierd* for lack
of a better definition. Not a bug exactly I don't think, but a little un-intuitive. I've included in here a series of mods to counteract one aspect of range that irks me. Namely, that what you see in the ship designer is not the range that is displayed on the ship. To correct that, you can mod each race to have a negative range to start with which removes the "extra" range that comes from the code doubling the galaxy range bonus.
Unfortunately, since this range bonus is related to galaxy size, the range mod must be different for each galaxy size.

For example and explanation:
If you build a ship with no range modifiers on your civ and no range modules in a large galaxy, the range listed on your ship will be 0.7 sct, but once built the range will be listed on the ship as 1.4 sct, with this mod the range will now show 0.7 sct correctly after it is built, and this does affect the actual range of the ship.

For clarification:
1.0 sct (sector) = 1 large square = 15 parsecs (small squares)
Actual range of a ship from the nearest starbase or planet is calculated as:
range displayed on ship (after it has been built) listed as x.x sct
plus 0.66 sct (10 parsecs)
so a range listed as 1.0 sct will actually be able to travel as far as 25 parsecs
(15/1.0) + 10 if you follow the math.

To use this mod simply use the replace function (ctrl-H in Notepad) and replace all instances of this line

(I play large galaxies)

with whatever size galaxy you normally play with


other files that have to do with range are in TechTree.XML (removed the +range bunses from the range techs)
GC2TYPES.XML (lowered the amount of extra range with each new life support module)
and ABILITYBONUSES.XML (removed RANGE as a race pick)
4 kb
2817 dls
June 22, 2006
The Dynamic Abilities mod adds all working abilities not included with the game (Miniaturization, Logistics, and Interest Rates) for selection during race customization. It gives all abilities four levels, two good and two bad, that will take and give points to your ability point pool, respectively. Some levels of old abilities had to be removed in order to allow the new levels.

Updated to work on GC2 version 1.2
Critical typo on the speed ability fixed.
30 kb
6065 dls
June 2, 2006
This mod allows the player to play as the Dread Lords - the most powerful and evil force in the galaxy - as a custom race.

As long as you don't change anything on the screen, except the name fields, the stats and Dread Lord ship style will remain.

The Dread Lords also pack some nifty advantages. I couldn't find any "official" advantages in the game files (by which I mean the stats that the game actually uses for the Dread Lords) so I just stuck a whole load of stats at +500 etc. Which means the Dread Lords have very high advantages for almost everything.