Maybe it's just me, but in AP, I have all available Invasion methods appearing available whenever I invade with my transports, yet, in the invasion data file, the technology requirement field is filled in with a legit technology needed to be discovered prior to that invasion method being made available. I have used GC Writer to check things, and all is ok. I am using tech and imp mods with no other difficulties other than this. The invasion files are in the Mod/Data/Invasion folder as required.
Chippoka
I'll paste to the bug thread. Thanks for replies.
If I read you correctly (1st post in this thread)... you normally play the senarios rather than random maps? Anyway, I play the random maps (huge - rare planets) or some of my own maps (I have AP). But as the others have said, your methods will depend greatly on what victory type you plan on, the location of the other players, what planets you claim (and thier quality), and how difficult you set the AI players. I generally set the Altarians to "Pure Good, Incredible," and the Yor to "Pure Evil,
I may come over and join ;) I haven't decided if I want to commit more than a casual interest to GC/AP yet.
Well, I find it intersting, but I had really hope for more of a more expert base of fans regarding these things... the GC/AP fan base seems pretty small... it's like pulling teeth to get some basic answers to some of this stuff. At this point, I'll probably just finish my Borg Cube and call it a day. I work 50 hour plus weeks (electrician, foreman), so finding time can be hard at times. I'm currently on vacation until Monday... just taking it easy at home on the PC and watching SciFi DVDs (movie
Right about what? There are 2D/3D graphics cards, and there is AGP, are there not? Such do handle 2D as well as 3D, right? Actually, it is ok for the most part (I used the hyper-thread thing as well); my point is I have plenty of 2D games that run loops around GC with lots of animated sprites and comlex game issue (like Settlers IV) but these were played on my old AMD 7 @ 500 mHz just fine! Yet, no one is addressing specifics here: what is the answer the issue of the existance of 2D gra
Maybe it's just me, but in AP, I have all available Invasion methods appearing available whenever I invade with my transports, yet, in the invasion data file, the technology requirement field is filled in with a legit technology needed to be discovered prior to that invasion method being made available. I have used GC Writer to check things, and all is ok. I am using tech and imp mods with no other difficulties other than this. The invasion files are in the Mod/Data/Invasion folder as required
Hmm? The "offical" ones I down-loaded are not associated with any ship mdl, existing or otherwise! I'm talking about the White Star B5 ship. Was that one your's? That "Mod" doesn't "Do" anything, and it doesn't come with a readme file with instructions for what a gamer is supposed to do. What is provide is *.png files, *.bmp, *.spr1, *.pal, *.jpp - not ship *.mdl files! That's a huge difference! Now the *.spr1 has the info and graphics for one race, but what about the other 7 races?
AGP is for 2D rendering as well isn't it? Advanced graphics cards were coming out a bit before 3D games ever really entered the market if I recall correctly. Heh, Master Of Orion II is "2D" and handles lots of ships just fine. In any case, that will be good to see this stuff be improved, and I certainly look forward to my purchase of the next edition of GC/AP. I have to admit, I thought it was being mostly handled in the software without taking advantage of any 2D capability of t
I love the game, but am finding it irritating that a group of 50 stacked ships (missiles) takes it's sweet old time moving on my fairly high end PC (runs Doom III and Unreal 2004 easily), whereas as single ship moves fast given the same distance. Is the movement algorithm poorly designed or something? And the new generation Graphic Cards should easily handle this sort of basic and simple 2D stuff. I get the feeling the graphics is all driven from the PC (as "software") with no graphic card assis
[quote]For the TECH IDs check out the multipack mods we added (Terraforming mod I think) to the STTC mod they have high IDs I think.[/quote] You're in the 170s... not high really. I've seen some of these things in the 1000s and 5000s (monster mod, religion mods, etc), but that shouldn't cause things to slow down unless there is some kind of screwy reading of the program lines going on. The game some times acts like a program written in basic, reading line by line. I would have the thoug
I saw the list of those who created the STTC mod, and, as before, thanks to all for thier efforts. :) The issue with the GCTech file... I don't know... it may not be just limited to the GCTech file thing... there is another issue which I feel is related. From time to time the play back of weapons fire and explosion frames in a battle will become real slow... for example: the game pops around from battle to battle and all is going well, then suddenly, I move one of my ships to attack an
This is one of the best "official" mods available in my opinion! Well done to it's creators! I love those things as ships... of course they are slightly modified in cost and strength to suite my tastes and game play balance among my other mods. Again: "Well Done" :)
The "skins" don't replace the ships graphics until a lot of additional work is done to install them into either existing ship mdl files or as new ship mdl files (with associated ship and tech files added as well). Or am I mistaken? I have those new B5 ships mods, but they certainly don't appear in the game. I would like permission to bring some of those B5 ships into existing ship mdl files, giving you credit for the initial graphics, of course ;) [Message Edited]
Just a follow up, the mod is pretty good, and I offer my thanks to you all who went through a lot of hard work and time to create it :) Especially the ship graphics! Hey, I love that federation starbase, BTW. :) All we need is a blinking light on the top and bottom... As far as the install procedure, I always unzip anything I download from any web site to a "Hold" folder in order to check things out and find the readme file which is usually zipped along with everything else. Apart fro
Well there's the more time consuming trouble-shooting method... Remove all mods and add one mod file at time to see which file is screwing up, then check it close.... Best of Luck, Merry Christmas
I noticed that freighters appears as nothing in the orbit display box thingy, but they pop out for movement when double-clicked.
I noticed in your "Readme" file that the menu was slow to respond. Indeed it is in AP. This is solved in AP by making the GC data folder and GC Mod data folder empty and placing all respective data files previously in GC data and GC data mod into AP data mod folder (first GC data folder, then overwrite with mod files from the GC mod data folder); be sure to transfer music files to the corresponding folder in the GC data mod folders (otherwise only original music plays). This isn't to say there i
P.S. I haven't installed any changes you my have released. Are there any? And where to I find the version number of your release? Nevermind... I have Version .91 Woops, duh, the music was defaulted to "off." I have that working now; great stuff ;) [Message Edited]
OK, bugs (?) I installed the files into a clean and up-dated install of GC/AP. This was accomplished by copying the contents of each folder into the respective folder of the game. I played from AP with no other mod apart from the Star Trek mod files. 1. On the Race Setup screen, the Klingon selected below "genius" crashes the game to the desktop; using the the arrows to reduce over-all game difficulty crashes the game similarly. Removing the Klingons from the game solves the p
I'm downloading the file; if all goes well in the 3 hour download, then it'll get played. Looks like you all put a whole lot of work into it, so thanks much from one who will certainly give it a good playing over the holidays. I would consider helping on modding new ship graphics, but I'm still too new and slow at it, and don't know enough about it yet (I don't get the masking thing yet, or why it is needed). So much of the process, as best I can tell, is a mouse click fest just to do a
Are these conversions for B5, Star Trek, etc, including new ship graphics as well? If so, I may need to try these out, given the pain it is to add these graphics (myself, having finally added a Borg cube ship graphic, mdl file, for a Borg mod I was working on). I can imagine the fuss for converting all those ships, arg...
Yep, I remember the remake of RFTS... I think it was done for use on the PC, if I recall correctly. I tried it a few times, but the PC conversion sucked compared to the old Commodore 64 version; I loved that old game - we played that late into the night "hot-seat" many a time; great memories and good times. Then there was Spaceward Ho! just afterwards for the PC. That was a truely new iteration of 4x; and a great "hot-seat" game as well for 2 verses 2. Did you ever try it or hear of it?
[quote]It isn't your absolute diplomacy that is important, it is the difference between your diplomacy bonus and your interlocutor's bonus. Having build the TG diplomatic translators and being the sole user (ie you have sell right of use to other AI) help a lot. As well as taking a pol party with diplomatic bonus or choosing some diplomacy picks.[/quote] Yep; but the advice is still sound in a general way in which I game it; but, yes, most certainly it is a "given" that the more bonus o
Leasing... I rarely find it "worth it" early in the game... the monthy interest rate offers from the various companies all strike me as too costly to a typical economy... personally, I see it as an unusable game feature. I'd rather trade a tech for money and slide the constuction bar to 75 or 100 percent for a while... or save some money and buy the item straight-up. In trading for money, BTW, you can get some better trades by agreeing to a 10 turn pay-off from the buyer (some where between 10 t