Chippoka

Chippoka

Joined Member # 1580667
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Get them here. "Readme" text files are included. Unzip zip file into a temp directory. Some basic file handling knowledge (changing directories, coping, etc) and editing of game text files with Windows Note Pad is required to use these graphics files in GC/AP above the default settings I provided. Some of this information is contained in the readme file. It's pretty easy. I will be adding other new ship graphics MDL files as time goes along, so keep checking weekly ;) Anyone who has a

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Get it here (there are other ship graphic files as well (as MDL files). Readme files are included. Unzip it into a temp directory. Some basic file handling knowledge and editing of game text files is required to use these graphics files in GC/AP. Some of this information is contained in the readme file. I will be adding other new ship graphics as time goes along, so keep checking weekly ;) Anyone who has a 64x64 ship graphic picture (even if just a bmp file or jpg), then let me know..

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I'll do some kind of walk-through eventually if there is interest, but there doesn't seem to be at this point. So far, this effort is mostly because I wanted some new ship graphics, but I don't mind sharing them. Anyway, I finish the Nuclear Missle Ship. So there are three now: Trans-Phazic Torpedo Borg Cube Nuclear Missile All three are here (readme text files included, easy to install an will work on any existing installation of GC or AP, but will r

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http://users.rcn.com/aulonacara/Galatic%20Civ/ If interested, Down-Load the "New TFT MDL" zip file. This nice little missile graphic can be used any way you wish. To use it, edit a Ship data file in Note Pad (or similar) and change the ship model name to say: "Tft". The missile has a shield which changes to the color of the AI race which owns it. It pulses with energy in its interior. The earlier version of the TFT will be renamed to NuclearMsl and released la

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Got it... pretty darn neat, even the player identification color mask works, appearing as force field around the torpedo... I need to clean it up some more... the blink is too strong over too much area... and I need to add a little more detail. I'll have it at my FTP this weekend some time. But I was right the first time. It needs to be a horizontal film strip, not vertical. I just had the commands wrong in the name of the sprite. I have 64 frames, but only 2 animations per frame (for color cha

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Edit... hmm, duh to me... maybe I can do the same thing in a vertical strip... why I didn't try that the first time... arg...

56 Replies 3,785 Views

GalCiv Graphic Editing Suite ( release ) has apparently disapeared? The link takes to: http://graphix.galciv.org/index.htm which doesn't contain these wonderful tools... Is anyone else mirroring the suite tools and information?

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Thanks on the Cube.... I thought they turned out pretty good too... especially after so much fuss, trial and error, and coffee. New TFT model ... real close to making it blink... the animation process is a pain, but I think it is needed for the effect... for those interested, I first drew a base 64x64 png picture, rotated it 64 times (32x2), then imported it as a sprite (Sprite Editor), then exported the same sprite out as 70x70, 1 collumn x 64.... that makes a horizontal strip with 64

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Invisible? In my learning this stuff, I've seen that happen when the color pallet is unsuitable to the game engine (for lack of a better way to explain it). It can happen if certain other error exist, I'd imagine, like an extra sprites which the creator forgot to delete during developement? Perhaps incorrect syntax in the Spite name. Hard for me to say, as I'm still learning this stuff. But the pallet issue I've seen for sure, as I fixed it once I swapped over to "acceptable" pallets (not sor

56 Replies 3,785 Views

An aside, if you wish to add any more new ship graphics, help yourself to any of those which I have made. They are packaged as MDL file. I have two so far: Borg.MDL and Tft.MDL. Use a ship data file to call a model with the same name as the MDL in order to use the new graphics. See the Borg thread for link and more information.

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Were they suppposed to have an associated MDL file? And was there an MDL file? I have noticed some ship mods only use existing models of existing MDL files. The nuclear missile mod is an example of such, as it uses the antimatter missile model. I have created missile MDL to add a new graphic for the nuclear missile (see my ftp for it): TftMDL.zip. I originally was going to use it for my Borg mod as a Trans-Phazic Torpedo... instead I'm going to design a better torpedo.

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Hi, the Tft MDL is available at the link (my ftp) I gave earlier. To use it, edit the antimatter ship data file to use the model called "Tft." Or it can be used in any other way you wish. I want to try to make a better Trans-Phazic Torpedo, one with a blue shield with the torpedo graphic pulsing the player's color.... that'll be tricky... I hope I can figure out how to make it do that. I'll make it about the size and look of the antimatter torpedo plus what I just mentioned.

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[quote]The loyalty attribute refers to the chance of planet flipping to another AI. The morale of a planet has an inflence on:- production : important drop near 24-30% morale- pop growth rate : morale needs to be greater than 54 for ensuring a growth of the propulation- tax income: happy citizen pay taxesThe PQ of a planet has an influence on:- maintenance costs : below PQ 15, you must pay for life support system- production, but pop has also an influence- taxes- morale. the bigger the PQ, the h

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Hey, let me ask you this... is having a high PQ planet really worth the effort all the time (in general, in a non-mod game)? I was wondering if it is possible to be a "evil" player and use "force" of moral bonuses and loyality bonuses to "keep the citizens in-line." Can, say, a very loyal happy population on a 14, 15, or 16 PQ planet be very productive (with the all the mfg improvements built)? What if they are very loyal, but not happy on low PQ planets? I ask, because I was wanting to

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[quote]As for me using PQ improvements all the time (if I read your remark correctly)? No offense, but that's a bit of an assumption on your part given you aren't familiar with the tweaks (both pro and con)which I have incorporated into the game to suit my fancy and SciFi tastes and expectations. Well, why add mods if you don't plan to use them? That was my assumption: you have made some tweaks, related to PQ. So you plan to use them. But I could be wrong.[/quote] I explained

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The metaverse? Don't use it, so it's a mute point for me anyway (sorry, but I can careless about status or ego - whatever - it's just entertainment for me in my spare time). But it is good to hear it's isn't a game issue (if I hear you right). PQ and Maintenace? Am I reading you right? Think in terms of SciFi. It isn't reasonable to suppose every form of PQ improvement necessarily is maintenace cost free, as it could be said that some associated technologies and means/methods need on-go

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I finished a test run on my new Trans-Phazic Torpedo graphic for destroying Borg Cubes (available late in the game in my mod). I kept it as a race 35 graphic only and it works very well for all races! I still need to improve the "Blue Print" imformation graphic. I made it look more like a rocket with some flames coming out the back... I wanted something more interesting to look at... even though such a SciFi item probably wouldn't look like that.... it might make a good graphic for the Nuclear

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I have seen some planet PQs reach into the 70s. I have those mods installed along with some others which also inmprove PQ among thier other features, plus my own. I had to scale back a lot of the PQ values to keep the flavor of the game within my own tastes; I added an immense cost to certain PQ improvements (local wonders or achievements) and even made a few have high maintenance costs (if I felt I could justify it)... However, I figure I may reduce these PQ value even more in my own games.

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Final (I think) Done! Well done as far I plan to go. I'll do the rest of my learning stream-lining on the next ship, a Babyalon 5 ship or Trans-Phazic Torpedo. Here is the link: http://users.rcn.com/aulonacara/Galatic%20Civ/ The AI are configured to have Borg Cubes and the over-lay cube graphic permits a color pick under it to show the color of the AI player which controls such cube. It took awhile to figure this out! Arg... I had a problem with PAL files not

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Done! Well done as far I plan to go. I'll do the rest of my learning stream-lining on the next ship, a Babyalon 5 ship or Trans-Phazic Torpedo. Here is the link: http://users.rcn.com/aulonacara/Galatic%20Civ/ The AI are configured to have Borg Cubes and the over-lay cube graphic permits a color pick under it to show the color of the AI player which controls such cube. It took awhile to figure this out! Arg... I had a problem with PAL files not working well in GC if thi

7 Replies 1,852 Views

I got the colors fixed... it seems I will need to make the AIs all have the correct graphic for thier respective small icon pictures and thier large "blue print" pictures... they do appear in the game at certain points (I never noticed such before, err not paying attention as close as I should have been). I also got the Cube to sit in just the right spot on the game screen grid finally; i.e., I figured out the "off-set" numbers a bit better. Size? I'm not sure I can make the C

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On the AI ships... I see what I did... I did not up-date thier small icons and blue-print pictures only because I thought it would be impossible for the player to ever see such things during the course of the game. I only up-dated the core pictures so that the correct ship would appear on the game board (so to speak). This saves some time in making new ship graphics MDLs. The fleet overview window means I need to make a change after all! But I still see no need to bother with AI "Blue Print" pic

7 Replies 1,852 Views