Galactic Civilizations Map Editor (Altarian)

I bought the Altarian expansion edition yesterday. Today I have been trying it out. I like it so far :) However, the Map Editor keeps crashing the moment I try to make it do anything other than change objects to be selected in the left or right side panels. Hard to describe the problem... it also freezes the PC when trying to load an existing map from the map folder. Is the a resolution (whatever) requirement for the editor as with the Settlers IV editor (which was 16 bit)?

I'm current DL'ing from StarDock the updates... hopefully these will help. I had GC 1.20. It has gone to 1.21.

Other things/questions...

The files in the Data folder... I assume it is these which may be altered in order to make "mod" files which then are inserted into the Mod Folder? I have been doing so with no problems... anyway, that's what I've been doing, and it has been working. I even added a new government type (enviromentalist - you can imagine thier abilties, but there are negatives as well). I don't know how to do much beyond modifying existing files which can be edited in Note Pad. I have been trying to change the base speed of each speed invention (Impulse, Warp Drive, etc) to be less, but to so far I haven't be able to make anything work in that regard on the GCTtech file (I had figured this would be the correct file for such changes). Ship speeds can be altered (via ship files), but the inventions are more important when trying to slow down things (I like it just a little slower on the large maps).

Anyway! Hi to all here. This is my first post. I am a mega fan of these types of 4X space games since Reach For The Stars for the Commodore computer in the early '80s; then Space Ward Ho, then Master of Orion I, then Master of Orion II (which is my all time favorite for fast management of all game aspects - resulting in fast paced SP games in about 4 hours). Now I have this game. I did try soom others, but I wasn't happy with game dynamics and the related management (or lack of) of game components. Master Of Orion III was a very bad disappointment for me (way too different from the original with a terrible management interface compared to the previous). Now Galactic Civilizations is refreshing, especially the apparent approval of it's creators to permit major mods to the game play by simple text editing of various game data files. Heh, if knew more about the other aspects of making mods (graphics, etc), then it would be interesting to make a Master Of Orion race mod scheme with similar game dynamics (include race attributes via the government category), but to include various improvements permitted by GC's own design. Regardless, I've been addicted to GC for the past month now... and if I had to say there was a "dislike," it is the order of things for my turn... I prefer movement of my ships when at war, then doing economics (I like the "general" management screen for auto build, but it needs to include a listing of all possible techs, even those not invented yet). I don't like those planet economics screens popping up without being called by the user (me in this case)... and a centalized single tabular planet economics screen (as in Orion II) would allow faster interaction and analysis. Hey! But apart from that (which I'm "used to" now and can "live with"): Let me say a hearty "Well Done" to GC's creators! I look forward to the next edition! Which is due out when?



1,187 views 11 replies
Reply #1 Top
Woops! I forgot!

How does one get presented with the option of what pre-created map to play when making decisions in the pre-game menus? These doesn't seem to be an option for such (in the Alterian edition).

Reply #2 Top
In order to play pre-made maps or your custom maps, you need to select "custom map" under the "galaxy size" menu. A second menu appears called "custom maps" with the list of maps. Also your custom maps must be placed in the custom map folder in order to be accessed by the game.

Remember: only the custom maps provided in AP can be submitted for metaverse points at this time.
Reply #3 Top
Good Moser you beat me to it!! :D I was going to type the exact thing. :p The map editor does seem to crash now and then. I would like to see it list the available maps for you. Tweaks I suppose they are called. :)
Reply #4 Top
Hi, thanks... I finally nuked it out myself... heh, ya, it was right in front of me; err, I only needed to push the arrow over to "custom" to get the custom map list to appear. Also, it seems the map editor likes a display resolution that is high, say 1152 x 864, or something like that. After setting that, the map editor worked just fine. And "New" allows the user to set the size of the map to be created (duh, lol). So I made a "huge" map and tried it tonight. Too bad the map editor won't let the user place the space junk goodies ;)

Problem. Was there a change to let star bases in GC AP be free? Usually it's free only the first time; then building others results in progressively more expensive costs each time. I have no mods currently in use.

Reply #5 Top
Was there a change to let star bases in GC AP be free
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The number of free starbase is linked with the radius of the galaxy, the greater the galaxy, the bigger the number of free starbases. But I don't know how it works with custom maps.
Reply #6 Top
Ok, there is a limit on "free" based on the map size. OK. Thanks for clearing that up. On my custom map (huge), the Yor wiped me out on the space goodies with thier ability to make SBs so fast and install them for "free." I had set most of the goodies near the map center with a bunch of "nice" solar systems with "nice" planets (16 to 24)... the players began near the map edge equally spread around (a common custom map, I imagine). Anyway, I reach the map center about the same time as the Yor and some others, but couldn't capture stuff as fast (darn, and I even had a +2 speed ability).

Also... in GC AP, I noticed all the old minor races which I used to trade tech for money (or tech) early in the game don't begin at the game start anymore. The regular AIs wheel-and-deal to a point... I miss those minor AI races at start. I normally set the Altarians (max good) and Yor Collective (max evil) on "genious" and the rest on "bright" (neutral). I might need to lower some of those settings. The AI seem to make, heh, better deals when not so smart.


Reply #7 Top
I noticed all the old minor races which I used to trade tech for money (or tech) early in the game don't begin at the game start anymore.
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In AP, there is an option about turing off the stating minors.
Reply #8 Top
Thanks again. I just noticed the option for that yesterday; completely missed it before (unxpected, I suppose).

Also, what is the official StarDock policy on making mods given the license statement and altering thier text files? It seems to me altering the English.str files and other files could affect the race mod choices, etc... would make the scoring system uneven compared to the non-mod score submissions. I don't submit game scores anyway (I prefer to just play for my own fun and statisfaction).



Reply #9 Top
Stardock supports Modding of the game and most Mods do not affect your score in that way. If a Mod gives you an odd score it will be recorded in the Metaverse for review. If determined the score was done with a Mod say with unusal PQ bonus it would zero the score and not be accepted. :)

I understand you playing on your own for the fun of it. I was the same way at first. If you belong to an active empire where everyone is playing and keeping in touch it is a great time. Your score is not the important part of playing in an empire. It is the people in the empire sharing stories and going to certain goals. Take Star Fleet for example. We have a good time in the empire we are not the top empire either. :D

I hope that helped answer your questions. NeoTech Network http://www.neotechgaming.com
Reply #10 Top
Also, what is the official StarDock policy on making mods given the license statement and altering thier text files?
End of quote

Normaly, you shouldn't alter the files. But you could duplicate them and put them in the mods folder

It seems to me altering the English.str files and other files could affect the race mod choices
End of quote

It works both ways: ie the AI play the same game than you. If you use a mod, they can use it too. So if you create a powerful political party, the AI can choose it. But you can take advantage on some Ai shortcomings (just take a look to the modded political party research.inc)


would make the scoring system uneven compared to the non-mod score submissions.
End of quote

There are some conditions that trigger an anomalous flag, giving a metaverse score of 0. One well known condition is to have an empire wide PQ bonus greater than 40. Another is to enable cheats.

I don't submit game scores anyway (I prefer to just play for my own fun and statisfaction).
End of quote

Why aren't you then submitting to the metaverse and join an empire. There is lot of fun.

[Message Edited]
Reply #11 Top
Thanks for all the replies. Perhaps I'll submit some scores then :) As far a alterations... indeed they are only used in the mod folder :) And yep, I notice an AI player using one of the governments I added (didn't think they would, lol). It had a high birth rate (300%) and planet improvement value (PQ?)... but poor trade and warship strength abilities. They usually do good.... I may need to tweak the "Enviromentalists" down a bit... but it was fun trying it.

On maps, I discovered how to set the star influence... that makes things interesting... can even set a negative influence value, say minus 500 for a super solar system; as a catch-22 to settling its opulant planets.