Chippoka

Chippoka

Joined Member # 1580667
0 Posts 0 Replies 1,236 Reputation

Darn... I was just hope'n it was a big secret nobody wanted to let out yet... I guess the "Ability Economics" and similar is also hard coded at 10% in the tech data file (it can't be set to, say, 30%)?

59 Replies 32,752 Views

SciFi nut... heh, me too! I have all the DVDs available for Star Trek Generations, DS-9, the Movies, and Voyager Plus FarScape, Earth Final Conflict, Star Gate (can't wait for season 8), Babylon 5, Battle Star Galactica, and Andromeda... plus others and various SciFi movies as well.

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Don't sweat it, you'll get it working! When using the old GC writer, be extra careful in naming files and what you copy and paste when doing things. I use the CG Data folder directly with a backup in a folder called "Previous Data_1." Make sure no duplicate files exist in the folder under different names. I have had the same starbase module problem as you! It was a pain to fix! To fix: 1. Get your file in the GC Data folder. 2. Run GC Write against each category (impro

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I am new at this as well and had the same problem last month, but now I have many of the approved mods all working together; plus I corrected numerious spelling errors, ID conflicts, and description texts which were too long (the game won't display them properly). I learned how to use an earlier verion of the GC Writer offered in another thread, and it help greatly once I figured it out; but it does take a lot of time. Anyway, I'll make the combined collection of mods available to you later this

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OK, I was able to import a single bit map of my borg cube that looks good into the Sprite Editor. Heh! I need 31 more? Arg! I used the Stellar Frontier Ship Rotator to make 32 images, however... arg, they are all stored as a single strip, as a single file, which the Sprite Editor won't seperate into 32 seperate images as it imports from the single bit map file and converts to png. I have to figure there is an easier way (no, I don't have and special graphic programs except what I've down-loaded

64 Replies 21,607 Views

Heh... I tried the Mutil.exe which I got as a download from another post.... I'm trying to make a simple Borg ship.... seems I don't have a way to convert to tga file format (I wish developers would stick to jpg, bmp, etc, assuming such is possible). So now I'm looking around and found this thread... I've just download the tools... hopefully I'll be able to create a ship soon... BTW.... where are folks sharing thier various ship creations at (if they are willing)? I haven't noticed a pl

64 Replies 21,607 Views

[quote][/quote] [quote]One question:I've succesfully "auto" renumbered the starbase file with the GalCiv Writer (started by a fantastic Author - continued by a super Empire!), but my constructor still doesn't want to actually add the module. It goes through all the motions, but when you finally click on "apply," the constructor stays there and nothing is built. Do I have to start a new game in order for the changes to take effect? (I started out using the unmodified one, then modified i

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Another question: Does anyone know what might prevent a starbase from upgrading after using GCWriter? The constuctor arrives, the menu pops up asking if I wish to upgrade and the appropriate upgrade options appear. I make the selection, the constructor moves onto the starbase and then nothing happens. Arg... I hope I can narrow the problem with some file swapping with know good files... but that might be hard if GCWrite changed some IDs around due to mods I downloaded... don't

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Let me ask this, does the program (the newest and/or the previous) try to deal with the IDs? When? Can I just "Write To File" without having made other changes? Is there a way to get it to "look" at all the tech files and improvement files and number the tech required IDs (and so forth) accordingly? On seperating the catagories of improvements; heh, it would nice if in the same file they were not all mixed; and at least grouped AND number in an ascending numerical order... I started pla

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I didn't see a download link for framework or whatnot... is it shareware? Or do I need to buy it? Would COMPUSA have it? I installed an earlier version of GCWriter... pretty cool, and it doesn't need the framework thing. But the GCWriter does like to eliminate tech requirements in improvement files... is this normal? It's a pain to put those back... it apparently does something with IDs...trying to put them in order or renumber... not sure what it does. I have a lot

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Heck, all I'd like to see is a speed two or three via a module (expensive) that couldn't be bumped up by a core tech speed discoveries already pre-existing in the tech list of the game for normal ships. I hope you find something. I didn't see any mods to shift the terror star's speed yesterday during my seach of the mod section.

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[quote]I would love to know this one the Terror star should be able to increase its speed perferably with some sort of technology. I rarely use them due to the 1 space per turn.[/quote] I still use them. The work-around is to send about 30 constructors to a enemy sector with planets; in one turn build a fully cultural terror star with max weapons and defense... typically in short order, the enemy star systems in that sector revolt to your side... it especially works well when you i

59 Replies 32,752 Views

Yes, I have had to do that from time to time, or build cheap scouts to prevent a transports from invading me while my war ships were off doing others things... or when I was too broke to buy decent ships; especially during an early massive invasion by an enemy before I was ready. I dislike the method as it feels unrealistic. In MOO2, at least, the Star Base needed to be defeated plus planet defenses (missle base, etc) before transports could land (as it should be).

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And being able to zoom in or out on the main galaxy screen (if not mentioned yet) as on the mini map. And as in MOO2 (sorry to refer to it, but it has, and still does have, the best user friendly interface for selection and management of game elements)... have a tabular interface which lists all the planets where on each planet line is listed current projects and other data; the player being able to select items for changes directly or being taken directly to the appropriate game screen

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Interesting discussion (being a MOO2 player still). I still think when invading with, say, 60000 billion and using one of the picks which damage the stuctures or planet quality, then losing the battle, then equivently damage still should have taken place according to the degree of attack and numbers of troops brought to bear against a given planetary population. If I read the posts above correctly, this is not the case (only enemy troops are reduced when losing a particular invasion attempt whil

13 Replies 694 Views

[quote]The Galciv Library has now been updated with all the newly submitted 'mods' If you are looking to start using mods for the first time, there are some great new mods in the library. If you have any questions about installing them, please feel free to post your questions here. I am aware that this forum is not the 'mods' forum! However, I believe that if you have a newbie question about installing a mod, you should be able to get your answer from a single thread. So please ask away I will a

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Hmm. I knew that for GC, but wasn't sure for AP (I haven't played it without mods..... probably never will). So, do you know what data file and line can be modified to increase the Terror Star speed (or stop it)?

59 Replies 32,752 Views

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 a

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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

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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

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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

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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 th

11 Replies 1,193 Views