Apart from stealing techs, a good espionage budget will also protect you from war-inducing events. Further it protects you from a Dreadlords/Precursor event that stages up in three (or more) steps, where some strange sect wants to uncover some artifact orb to do something awful. I do not know how this event ends normally, since i got the message (the third or fourth concerning this event) that due to my high espionage among the whole galaxy the leaders of the sect could be exterminated and the t
Amaymon
I'd like to take a look at it. Unfortunately i've got only two days next week. If that's not too late, sign me in. ~SDC~
Great. i'm looking forward to see your newest additions. :) ~SDC~
[quote]What file format and size do you need for your governor images?[/quote] PCX files, the DomGov_Governor01 143x140, 256 colours; the error_outofrange 250x180, 256 colours. This should do the trick. If you want to create your own minor, event or anomaly pics also, just make sure that they're at 256 colours or GalCiv will not display them properly. If you want to check the correct filesizes, just browse the gfx-folder with something like e.g. ACDsee to get the image
[quote]I was talking with a couple people that are involved with the star trek mod [...] i think its only fair.[/quote] This is true. I forgot that there are more people involved in this. ~SDC~
(How can i edit the headline?) Working right now on the next version of the monstrous mod. The Monster Shark is already boosted up a bit, made a bit cheaper, and better available. Finally got it right. The AI will now use for some time between the BattleShip and the Dreadnought, and it will USE it now (in the version currently available in the library the AI will use it next to nil). Also changed the Breeding Tanks in name, fluff and boni, added some new improvements. Made the Leviathan
[quote]one way to do this in galwriter is to simply copy each ship entries as a new ship then rename: name and title, and model entry from the above list. save those new ships to a file of your chosing and run the game.[/quote] It works! Again thanks for your help. Do you plan to make a Death Knight, or do you have other ship models available? I'm also interested in any standard sci-fi ships or GalCiv-look-a-like vessels that can add further variation to the game. Perhaps you s
I'm using the less busy one as backgroud and like it very much. I also use your star animations, which i like even more (hope you get that little bug near the pulsars straightened out, but so far this no real 'bug' for me). I personally would prefer an even less busy starfield, as the during my first time uses it seemed to me still a little too much stars and stuff on the screen. By now i got used to this, though. I switched back to the initial background for a short time, but once one has seen
Does anyone know how i can contact Malleus? ~SDC~
Due to a lack of skill and time i am not able to create my own ship models. Because of this i'd be very grateful if anyone could create ship models for me. As i believe this to be very time-consuming, i would post ships using such models only with the explicit permission of their creator, and refer to her/him both in the readme and the download section. I'd also be glad to do some ship testing only, without posting them if the model-owner wishes to post the ships her/himself. I'm especi
Hello Malleus, just while i was tinkering with the MonstrousMod (still not satisfied with it), i remembered that your Expanded Invasion Strategies Package contains the Bioweapon Tech with the Xenomorph Invasion. As i've been planning to add something much like this in the MonstrousMod, i would very much like to include the tech and invasion strategy (with slightly changed values) and the tactics image in the monster package. I would refer both in the download section and in the readme w
I've noticed the following ideas in the Boogie's Moding Class Thread: PriestOfDiscord: Anyway if you have time to be able to add more options to be added in, here were a few ideas that I've really liked: _Freezing Diplomacy with the I-League_: If passed, the UP council would refuse to recogonize the I-League's claim on any system. No empire could trade with them, or even enter diplomacy with them(no trading or giving techs, money, etc.) The only thing you could do diplomacy-wise
This looks truly awesome! No bugs discovered yet. ~SDC~
Again thanks to both of you for your answers. :) ~SDC~
Dark Rain, thanks for your answer. I've done a few ships already, but the problem i have with turgotZ's ships is that they are intended to replace the standard game ships. They use their own *.mdl, and have the same *.ship filenames as the original ships. The "model" entries in those *.ship files also use the same names as the original ships. Unfortunately i do not know how to chance the model-names or edit the *.mdl files. ~SDC~
Back again for few days (if my boss doesn't come up with anything new that is)... Took a closer in-game look at your StarTrek vessels yesterday. As i've already said, i ike them very much. :) One thing i noticed was the look of the colony ship, though. I'm not that deep in StarTrek but there are colony ships and constructors in "Birth of the Federation" that look different. This does not mean that i dislike the current version or something. How can i add the ships to the game
[quote]What should I look for and when should the be available?[/quote] Go for AdvancedDNAResearch. This should unlock a tech called Xenobiology. If you got Xenobiology, go for Artificial Life, this should unlock Breeding Technology, which should enable you to breed the Monster Shark. Much later on, along with Military Design Computers, there should be a tech called Artificial Xenoevolution for breeding the Leviathan. [quote]Please give me feedback if or how it worked[/quote]<b
[quote]Can you make it work in the /MOD directory as opposed to the original file directory?[/quote] I have not tested this yet, but as turgotZ initially told me to copy the files in the mods folders, i think the mod should be running smoothly if you put the files in the mods folders (data, gfx), too. Please give me feedback if or how it worked. [Message Edited]
Thanks to the excellent work of turgotZ i could update the MontrousMod this night to v2.0. The new version includes different colors (colours? colors?) for monsters controlled by the different races, a new wonder, and a slight reduction in Leviathan costs. Please continue to give me or turgotZ feedback on this mod, so it can be improved further if necessary. I'm especially interested in your experiences and opinions regarding availability, cost/effectivity, and AI building
Did some late-night tests before my two-weeks exile, everything's working and looking as it should now! :CONGRAT: :CONGRAT: :CONGRAT: Posted the updated version right this night (currently 03.10 in the morning), hope i didn't make some last lack-of-sleep errors (but couldn't find any sleep until i took a look at it anyway). Again i wish to thank you for your superb work and support! This is much appreciated. :D ~SDC~
Just before my exile i added a few new ships to the package. This time i concentrated mainly on: a) fast and powerful strike vessels b) defensive and heavy-hp ships Some of the vessels follow other tech-branches than the battleship branch, all of them use normal techs included in GalCiv to ensure the AI does research the techs needed to build the ships. Please post any kind of comments, wishes of feedback to the mod here. ~SDC~ [Message Edit
Yes, once you've seen the update, you'll forget the old version. If you're experiencing problems with the update (the update downloaded from the GalCiv homepage crashed my GalCiv on a regular basis), get a Stardock account (free) and register GalCiv. The game will be updated automatically by StarDockCentral, no more crashes, easier to use the forum, etc. etc. Belive me it's definitely worth the trouble. ~SDC~
Thanks again, i do very much appreciate your fast response. Got the file today. Unfortunately i won't be at home very often for the next two weeks, so it'll take some time until i can work on the mod again, but you'll be the first i check with once i got it running. ~SDC~
I think i have to lower the restrictions on the Leviathan a bit, not sure if i should make the creature a bit more powerful or slightly cheaper. I noticed that i myself pefer the Overlord over the Leviathan, as the OL is more effective. I originally wanted the LV and the OL to be very close in efficiency. The next version of this mod will include different colors for monsters build by different races (thanks to turgotZ). Unfortunately this might take some time as i'm not at home very of
Tried to do the same thing some time ago and ran into the same problem. No solution to this yet. (:( ~SDC~