2 mb
14347 dls
June 2, 2008
Taken from THHGTTG mod, this mod adds a new class of Starbase: Artificial Planets!

Starbases and artificial planets now have to be researched. This mod is for DL, DA and now TA.

Version 0.5 fixes a major bug that was reported.
Version 0.6 adds DA compatibility and more interesting module names.
Version 0.7 fixes more bugs.
Version 0.8 adds TA compatibility.

Enjoy!
1/29/2013 10:00:55 PM
Further update.

I pressed onwards and completed the artificial planet. The graphic works.

However, the bonuses do not. Throughout all the upgrades, including the final result, I receive zero bonus of any kind.

Not sure what's going on here...



1/29/2013 9:51:31 PM
I build artificial planents, but they do nothing. For both the Planetary Foundations and the Planetary Strengthening, I receive error: "String Not Found +0" and the graphic is the same as an upgrading starbase.

What is wrong?


2/21/2012 6:40:25 PM
whats the file directory for ultimate edition cause i looked in my stardock file and there was only impulse(or do i need to download the mod and unzip it first


9/13/2008 12:47:58 PM
It seems to break my game using Dread Lords. The colony module and the entire capacity tab vanished.


6/24/2008 12:59:46 AM
Lol
You didn't use Dark Matter in this mod...did you?
I don't want all of my artificial planets to suddenly decay.


6/1/2008 3:15:10 PM
The mod is now compatible with TA ;) .


5/27/2008 1:09:38 AM
Got it working with TA...I think...So far so good. Had to use the new tech tree editor and played around with where in the folder structure the files go within the mod directory but it now works. With my fix'n, you don't research Xeno Technology->Starbases->Artifical Planets, you just go from XT straight to AP because I felt it superfluos to research "starbases" and TA's "Advanced Starbases".
Macmatt's probably working on it so I'll keep it to me in case he's going to release his own. After all, I just ported his work into TA. Now I can enjoy TA like DA.


5/26/2008 2:43:57 AM
I love how it speeds up the game.
N E E D T A C O M P A T I B I L I T Y ! ! !
I little more complicated since each race has its own tech tree I guess.


2/21/2008 1:45:06 PM
The mod should work with the latest version. Can you give any specifics as to what's not working?
And yes, the mod includes new techs related to Starbases and Artificial Planets.


2/18/2008 8:02:48 PM
Is this mod working with the current version of Dark Avatar? If so, are clearer details available? (i.e. it is mentioned that "starbases" need to be reaearched.. does that imply that new techs have been added to the tech tree? ) In any case, I am unable to get this mod to work.


5/11/2007 5:45:13 PM
@ sirmorte:

Unzip into Program Files\Stardock\TotalGaming\GalCiv2\Mods or \GalCiv2\DarkAvatar\Mods


5/9/2007 5:27:44 PM
I can't get this to work. Where do we install it?


3/27/2007 10:37:00 AM
They replace econ starbases and the econ bonuses available from modules are much bigger.


3/25/2007 1:46:47 PM
Q> What does this mod achieve? Ie what do the artificial planets actually do?


3/18/2007 4:00:18 AM
They give good bonus. Yes you can combine this and Kryo but this has to be in the Kryo structure and run the Copy models before you combine.


3/7/2007 4:43:10 PM
If you combine the files from both in one folder, that should work fine.


3/6/2007 7:27:21 PM
I think you can combine them in the same file. But i'm just guessing, not a modder.


2/26/2007 11:00:05 AM
is there a way to run 2 mods from the mds folder at once, i want kyro's and this 1


2/24/2007 7:54:31 AM
They may be expensive but they give what I think are good bonuses.


2/22/2007 11:37:25 PM
They are too expensive but a good mod.


2/20/2007 5:51:33 PM
The artificial planets weren't actually giving bonuses to natural ones ;) .


2/19/2007 9:41:03 PM
what was the major bug?


2/4/2007 10:18:12 AM
Brilliant Mod! Keep up the good work!


2/3/2007 9:57:50 PM
wow thats really awsome!