153 kb
11196 dls
December 18, 2007
DOWNLOAD: http://87.118.120.219/downloads.php?do=file&id=56
FILE SIZE: 110 MB

Do not download the .zip file from this library, it does not contain the mod. Instead, download it from the link above.

DOWNLOAD: http://87.118.120.219/downloads.php?do=file&id=56
GC2 FORUM THREAD: http://forums.galciv2.com/?forumid=162&aid=170648
I-MOD FORUM THREAD: http://87.118.120.219/showthread.php?t=828
I-MOD SCREENSHOT GALLERY: http://87.118.120.219/photoplog/index.php?c=5

DESCRIPTION:
High Resolution Graphics Mod v1.2 for DARK AVATAR
by LogicSequence

This mod does the following:
> Replaces the textures for all the races' homeworlds with new, original higher resolution versions.
> Replaces all of the second habitable planets in the Races' home star systems with higher resolution textures.
> Replaces all Class 0 planet textures with new, original higher resolution versions.
> Replaces all ring and moon textures with new, original higher resolution versions.
> Replaces all cloud textures with new, original higher resolution versions.
> Includes authentic all-new Raw Terrain maps for all of the races' homeworlds.
> Adds more color variation to the background nebulae.
> Increases the quality of the star graphics.
> Enables stars to give off colored light specific to their type.
> Replaces all of the (class 0) planets in the Races' home star systems with higher resolution textures unique to their solar system.
> And more!

Credits:
> Mod Creator: LogicSequence
> Art and Graphics: LogicSequence
> Mod Director: LogicSequence

Beta Testers:
> LogicSequence

Original Beta Testers:
> LogicSequence
> Kryo

Special Thanks to:
> Kryo
> Cari_Elf
> CodeCritter
> Stefan and I-Mod Productions
> The entire Stardock GalCiv2 team



Content ©2007 by LogicSequence and LogicTEK Inc. All Rights Reserved.
Some Images ©2007 by LogicSequence and LogicTEK Inc. All Rights Reserved. Re-distribution of those images is specifically prohibited.

The High Resolution Graphics Mod (HRG Mod) is an amateur endeavour with no relations to any of the instances mentioned below.

Galactic Civilizations, Galactic Civilizations: Altarian Prophecy, Galactic Civilizations Deluxe, Galactic Civilizations 2: Dread Lords, Galactic Civilizations 2 Gold, Galactic Civilizations 2: Dark Avatar, and Galactic Civilizations 2: Twilight of the Arnor, ©2003, ©2004, ©2006, ©2007, and ©2008 Stardock Corporation.

Galactic Civilizations, characters, names, and all related indicia are considered trademarks of Stardock Corporation and ©2003, ©2004, ©2006, ©2007, and ©2008 Stardock Corporation.
58 kb
9952 dls
July 11, 2007
A mod to replace the original 'Trade Route Established' image.

Instructions for installation included in zip file.

Drengin

** Updated for DA **
1 kb
17616 dls
April 23, 2007
GC2: Babylon 5
Beta v0.6 - for Dark Avatar and Dread Lords
Eight major races and eight minor races, over 100 unique hull models.

Download: http://www.thegalacticcore.com/shipyard/thumbnails.php?album=11
Website: http://b5mod.awardspace.info
by rav8
415 kb
11611 dls
June 29, 2008
DOWNLOAD: http://www.i-mod-productions.com/downloads.php?do=file&id=78
FILE SIZE: 131 MB

Do not download the .zip file from this library, it does not contain the mod. Instead, download it from the link above.

DOWNLOAD: http://www.i-mod-productions.com/downloads.php?do=file&id=78
GC2 FORUM THREAD: http://forums.galciv2.com/316736
I-MOD FORUM THREAD: http://www.i-mod-productions.com/showthread.php?t=828
I-MOD SCREENSHOT GALLERY: http://www.i-mod-productions.com/photoplog/index.php?c=5

DESCRIPTION:
High Resolution Graphics Mod V2.0 for Twilight of the Arnor
by LogicSequence

This Mod:
> Enhances the textures for all the races' homeworlds.
> Adds new high resolution textures for secondary habitable planets in home star systems.
> Adds new and completely unique high resolution textures to all of the planets in home star systems.
> Replaces all Class 0 planet textures with high resolution versions, and adds over 100% more Class 0 planet textures!
> Replaces planetary ring and moon textures with new and original high resolution versions.
> Replaces planetary cloud textures with new and original high resolution versions.
> Replaces all nebula backgrounds with brand new, original high-res versions.
> Enhances the animated and static star graphics.
> Adds colored star light from different colored stars.
> Replaces various menu backgrounds in the game with easier-to-read versions.
> Changes the default UI and race color settings for each race to make them more distinguishable on the mini-map.
> Replaces the default Twilight planet textures with their high resolution versions.
> Adds many new and original planet textures only available in this mod.
> Nearly DOUBLE the amount of textures from HRGM v1.2!
> Textures optimized to take up the least amount of memory possible!


Credits:
> Mod Creator: LogicSequence
> Art and Graphics: LogicSequence
> Mod Director: LogicSequence

Beta Testers:
> LogicSequence
> Boogiebac
> Kryo

Special Thanks to:
> Boogiebac
> Kryo
> I-MOD Productions for file hosting


Content ©2008 by LogicSequence and LogicTEK Studios Inc. All Rights Reserved.
Images ©2008 by LogicSequence and LogicTEK Studios Inc. All Rights Reserved. Re-distribution of those images is specifically prohibited.

The High Resolution Graphics Mod (HRG Mod) is an amateur endeavour with no relations to any of the instances mentioned below.

Galactic Civilizations, Galactic Civilizations: Altarian Prophecy, Galactic Civilizations Deluxe, Galactic Civilizations 2: Dread Lords, Galactic Civilizations 2 Gold, Galactic Civilizations 2: Dark Avatar, and Galactic Civilizations 2: Twilight of the Arnor, ©2003, ©2004, ©2006, ©2007, and ©2008 Stardock Corporation.

Galactic Civilizations, characters, names, and all related indicia are considered trademarks of Stardock Corporation and ©2003, ©2004, ©2006, ©2007, and ©2008 Stardock Corporation.
6 mb
12512 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.
43 kb
2316 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
BluesWolf
268 kb
3705 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:

GC2Types.XML
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

StarbaseModules.XML
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

AbilityBonuses.XML
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.

Anomalies.XML
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

PlanetImprovements.XML
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.

TechTree.XML
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.

RaceConfig.XML
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

-33
(I play large galaxies)

with whatever size galaxy you normally play with

tiny
-6
small
-10
medium
-15
large
-33
huge
-50
gigantic
-65

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 mb
12913 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.
2 mb
3255 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.)

Example:

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

[Updated]
54 kb
1833 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
2361 dls
October 12, 2006
Revamps the military research trees and combat hulls. Balance still needs to be worked out.
56 kb
2075 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
66 kb
3222 dls
January 18, 2007
Changes in version 1.31
-Fixed the Dynamic Shielding Module so it appears in the game.

Changes in version 1.3
-Fixed the UP so the new UP issues show up
-Added two new starbase range modules
-Added new defense modules
-Added new ship assist and ship slow modules
-Added a new starbase range tech tree
-Added new a United Planet Issue, Protect Starbase
-Changed AI logic for Protect Minor Races UP vote so Good Races will vote to protect the minor races
-Doubled the range of the sensor modules

Changes in version 1.2
-Fixed the range modules!
-Added Deffensive Stations, which work like battle stations
-Added new protective field modules for military starbases
-Added a cost to the evil attack modules
-Added a cost to the Neutral Trading Post


Changes in Version 1.1
- 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 Mod:

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
4 mb
3807 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
7 mb
2832 dls
December 15, 2006
A Star Trek Animated Mod for Gal Civ 2