If it gets too screwy to get the mods to work all together (whatever), try this: remove all files from the GC Data folder (save them in a subfolder) and remove all files from the GC mod folder; next, use the AP mod folder for everything previously held by the GC data folder (files that weren't modified) + your mod files. It may solve some unclear issues; it did with me anyway. I just play AP at this point (I like the extra two new main AI players in it).... otherwise AP looks into the GC data fo
Chippoka
In the game the issue can somewhat be solved by simply "viewing" the planet conquest as being "really" between the soldiers (and the rest of those of the general population willing to fight) and the invading army; that planet population numbers really represent smaller numbers of armies, not the the entire world population; given such would more likely be in the 100s of millions (the numbers in the game seem much smaller, even as "millions" - unless I am misunderstanding them). Granted, things
They'll work. Just put them in the AP mods data folder and turn on the mods in the pre-game menu (of course). Be carful with the STR file if you changed that, since AP has a slightly different one as I recall (could be mistaken... anyway, I cut/paste my changes into the AP version to avoid any possible issues). Use note pad to access the data files as before.
Update on the Borg Cube graphic and my "learning curve." I found a program at the store which is helping greatly. I bought Paint Shop Pro 9 . It cost me $129. Not too bad, and I can certainly use it for other things, even if I later decide not to get serious with CG/AP modding. As it stands, it is clear a ship designer will need a seperate graphics program which will allow good control over png files. The ability to make certain parts of the picture transparent is important. I st
Well, I'm still learning the details, so my mod stuff at my ftp site linked earlier may not work. I still have the problem of my terror stars refusing to move, even without mods! It might be a problem from when I moved the harddrive into my new PC. I had to reinstall some software, but not GC/AC... I may need to do do this. Also, the mod stuff I linked to doesn't include a few of the little graphics pictures that the mods came with. I forgot about those... hopefully they'll work without them (th
Woops. Missed your question. No, the Death Night is not alignment dependant (both evil and good can make them). You keep your discoveries from one alignment when you switch to another; and! You can even trade and acquire things not possible to your own alignment. Mfg Capitals... hmm, I always thought an improvement could be rebuilt if lost or destroy by the player on the Planet Detail listing. Never tried that. I do know you can continue to build whatever project a newly aquir
[quote]I don't want to bend down infront of them. That's also how I act in alpha centauri. I want to find a way to block their death knights without having to sacrifice everyting like social projects and medical research. So far I only have battle hammers and they can't seem to stand up to the death knight. Is the death knight a evil ship? And If you were good and researched the good technologies, what if you turned evil? do you lose them? And I built a manufacturing capital on one of the planet
Negative, say industrial break-thrus or cultural tech break-thrus by a race which isn't concerned about PQ... as I've decided to apply to the "Borg," in my particular instance. Some tech research paths could be set to give a benefit in some areas, but at the expense of other characteristics. I don't know if you ever played Master Of Orion II, but if you did, you may remember the concept where this was possible with the pre-game "picks" for race/culture design; where a race characteristi
Bumping this for my use later ;)
No, no, err, my saying "Economic" was purely a random choice on my part. What I'd like to be able to do is have tech break-thru protocall in the tech file that would permit yielding greater than 10% when certain ablities are called, even the possiblity to go negative. As I understand it, negative, say Speed, isn't possible within the tech file; and ability calls only yield a 10% change (positive). [Message Edited]
Woops, mess my last post up... Should say: "Heh, get them on your side or get others to fight them so that they don't have the time to bother with you (i.e., make peace with you)... we agree, Peace Phoenix ;)
Once I get this thing working... right now I don't have much to really "input." I need to see if can get some of those B5 ships I downloaded several weeks ago to appear now that I know about this stuff a little better. I get the sense that this GC/AP isn't very popular! Frelling gads, I hope StarDock can find the funds and desire to "keep up the steam" in improving what they've started with GC... with time and work, I think the game could be every bit the quality of the MOOII interface
"Mr Squatty" has a Star Trek mod out? That's not it then, I take it?
woops [Message Edited]
I'm close! I figured out the process mostly, and will write a simple set of instructions once I've finished nuking it out. I tested my first Borg Cube last night. I work great on the first try as a new ship mdl file... But! The Cube back-drop was white rather than transparent to reveal the star field. I figure I need a better graphic tool or a program to convert bmp or jpg file to png in the proper form. I will visit CompUSA soon to "see" what my options might be for a low cost solution... hopef
Actually, I found the process for making them not very user friendly and gave-up for the time being. But there are some folks doing this, see the modding section.
Heh, get them on your side ;) or get others to fight them so that they do have to to bother with you ;)
I don't quite go as far as you do; but fun and/or challenge is the goal, so great for you! And may all the mods work together for you! In my case, I try to keep things play balanced, but for a faster paced game (my time is limited) permitting any choice of govenment + picks to lead to a victory of several types(on a fair map, of course). I still lose from time to time, and lose a lot if I make too many of the AI's too difficult. So I'm no expert, but I do enjoy the game greatly for the ability t
Interesting... I'm reallly close to having this ship designing business figured out. I tested my first Borg Cube ship last night! It worked! Ah, but I haven't quite figured out the "Mask" and "Alpha Channel" features (not being a guy up to speed on terms related to graphics). My ship had a white back-drop instead of stars, but apart from that, it was perfect (could be bigger.. I will figure that out eventually). I figure I need a graphics converter program that will let me convert "Bit Maps" to
Cheat Keys... err I'm clueless on what they are... but, with my PC and making my own maps to play on... having my own strategies and using the mod combination I do... well, I find no need for them. The game really is pretty easy; esp if going for a cultural victory. Try taking a look at those data files I gave a link for ealier; you'll see what I mean. Gotta run to work; I be back this evening ;) to reply to other stuff.
I'm no expert, but in playing, I've discovered the tech research paths depend on your own stategies and the type of picks and government you chose; the "best" path can be learned by just playing the first half hour, then starting again. Do that 10 times, and then you'll have a good idea of which techs to research; but! Never forget that you can get a huge number of techs from the AIs (especially from the minor AI players) by developing some of the manufacting techs and health techs before they d
Ok, I'm slowly finding things to help me make a new ship graphic... in this case a Borg Cube.... I must say "Thank You" to all you wonderful hackers and programmers for making this stuff available. I'll be trying the rotator program shortly... hopefully it'll produce the 32 individual frames of a ship rotating that I can import into the Graphic Suite Tool (of another thread) to complete the process. [Message Edited]
Make ships? As in a ship data file using an existing graphic? If so, that easy. But a new graphic? That appears to be a big under taking. I've been trying to make a Borg Cube ship graphic to go with my data file; I have created an intial graphic, but one needs 32 images of it rotating. I've tried the Graphic Suite Tools (another thread). Great stuff except none of the tools rotate the graphic for you unless I simply am "missing something" about how to do it.
Good info! Hey, but by the time I found this, either the GC Writer or I have changed IDs as needed to get things working... I noticed just now that my Starbase modules (3 files, I combined similar seperate files; i.e., nanite files) got renumbered from 56 to 115, lol, it wasn't me that did it, lol. But it all works. PFM, as some say, lol. Nanomodules = 56 -58 BonusModules = 59 - 62 CoreModules = 63 - 115 (Bookend = 115) Hey, I don't know why it (GC Writer) did it like t
From another post: "#7 by Diplomat Arturus Magi - 12/10/2004 12:15:53 PM Another possible cause: GalCiv Writer, in my experience, always renumbers BOOKMARK to 52, and BOOKMARK denotes the end of the list of SBMods. Manually renumber BOOKMARK to something arbitrarily high (I usually use 200), make a do nothing module to take it's place, and see if that fixes the problem too."