Interesting discussion.
Anyway, in Altarian Prophecy, is it possible for terror stars to move? Or did they change that?
It may be that I did a mod to one of the Data Folder files which is causing it to say movement 0/0 in the game. I looked over everything carefully in the data files and found nothing I did which would prevent them from moving once built. Will a terror star's own interdiction beam prevent itself from moving (if the module is installed)?
Aside from all that, I have yet to find a Data File which contains a value that would allow me to increase the movement of terror stars above 1 (as in G.C.). Err, for that matter I haven't been able to locate where I could change the base speed values for each new tech invention related to speed (Warp, etc). I've looked over "CoreModules.SBMODULE" and the "starbase.ship" files closely. Wrong location?
Can anyone help me out in these regards?
Also, in the "GCTech.TECH" file, what is the AI XX value controling? Is it a value the AI setting "importance" to an AI to research the item? ...perhaps a trading value? I've yet to figure that one out.
Lastly, at the FTP link below, I have placed a zip file containing all data files which I have in my Mod Folder.
http://users.rcn.com/aulonacara/Galatic%20Civ/
Perhaps somebody could check these to see why my terrors stars won't move (unless it is a basic Altarian Prophecy feature)?
Apart from that, the set of files work great for any one interest in trying them. The changes permit a faster game with a higher money flow and they attempt to limit too many ships of certain large classes by having higher maintenance costs (don't skip the special structure builds... they are improved as well). I've also added a new goverment type and expanded the choices in pre-game abilities selection menu. It is fairly play balanced and will let you include several "genious" AI players (and win... hopefully).
Of note, the changes also permit the defender class ship to act as structure "emplacement" to garrison a planet from multiple attacks from little pip-squeak ships (thusly preventing easy invasions). Saddly, I haven't figured out how to prevent them from moving entirely. I gave them high hit points. It still is a shame the game really won't permit a stronger damage algorithim instead of instant destruction with larger differences in class or strength in attack and defense. The unused movement points determining the number of individual attacks possible in the current turn also seems screwy to me, but I can live with it.
There also are two maps at the same link to go along with the above mod files (I haven't figured out the senario thingy-editor yet).
Map: Breakout
In this you play the strong player in the middle of the map inside a large four sector region surrounded by resources (all adjacent) forming a fence around your empire core.... the other players will be by eventually to build star bases on your borders.
Map: Trap Door
This map is as before, but the rolls are reversed. Your begin where the Alterians were in a corner.
For both maps, have the extra AI players set to enter the game and try the main players this way as below. Have fun.
Alterian, Pure Good (top skill level) and the rest Pure Evil (bright - your choice).
Tip: some of the white stars have very strong influence
You need a strong PC on these larger maps...
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