Yes they are user mods
JavaScout
I do have a pdf that is in table format that can be printed out. Its under quick reference at my site http://webpages.charter.net/trevorpowdrell/
You are right Drizzt. All I did was create a program to read the game data files and with a little help asking questions of the developers I created my website. It was the only way in Beta I could keep track of the tech tree, improvements etc. Hope people find it useful that was why it was created.
Had a busy weekend. Guess it will be next weekend before I can work on this. ~SDC~
I might do that it tends to add a lot into the tree but I will give it a try and see what it looks like. Hopefully I can gives this a try this weekend.
There is a ability summary list page. This list's range as an ability. http://webpages.charter.net/trevorpowdrell/abilitylist.htm This would then give any tech or projects etc that improved that ability
You can also use Starbases to extend your range
I think the pole is trying to determine if Stardock can self publish Galciv2 rather than going through the normal distribution channels which can be quite challenging.
Games normally run on DirectX this bypasses most of the Windows UI. You basically have to roll your own. I do not find Galciv bad in terms of UI compared to other directx titles.
Website updated with 1.05.071. http://webpages.charter.net/trevorpowdrell/
The game is written as a single player only game by design. There are no plans that I know of to make it multiplayer (Brad has also stated this).
The quick reference might also be useful which contains all the cost, stats etc as a pdf. I use both the tech tree and quick reference. The quick reference can also be found at my site http://webpages.charter.net/trevorpowdrell [Message Edited]
Yes there will be a stand alone for 1.04. The standalone patches need to go through Stategy First QA before they are released so they take awhile before they become available. Also Stardock waits will for a couple of points releases before making the stand alone patch. Infering from another thread that Brad replied to it sounds like the stand alone patch is being created to be sent to Strategy First. Not sure how long it will take to go through the QA. My guess is that it will probably be someti
Also strategy first list where the demo can be downloaded http://www.strategyfirst.com/en/
Sell some techs. Sell some ships. Remove some improvements that are costing maintenance. :)
Until then yoo can always use my website at http://webpages.charter.net/trevorpowdrell/ :D
Technology tree is not until the expansion pack.
Site is now updated with the 1.04 release
Expect an update later today with the new 1.04 release.
http://www.gamespot.com/pc/strategy/galacticcivilizations/news_6028698.html
The GC Mods fourm has details about changing these files. ~SDC~
How many colonists did you send to the planet. Population plays a major role in determining approval. If the planet is extremely over populated then even adding entertainment network will not help. The reason other colonies might have bounced back is because the population you colonized with was less.
List of all the ships. Not in order but the ones lower down in the list are further along in the tech tree. http://webpages.charter.net/trevorpowdrell/ships.htm
Here is the technology that extends the range of all ships. http://webpages.charter.net/trevorpowdrell/a_range.htm You can also use Combat Transports once you get battleship tech which have a greater range.
It depends. Resource Mining Bonuses are Civ Wide. All others are sector wide except for Starbase Defense which only apply to the starbase. Trade Bonuses apply if the trade route passes through the sector. Civ Wide - Mining Barracks - Mining Headquarters - Nano-Rig Excavation - Extraction Center Zeta - Hyper Mining - Ultra Mining - Resource Refinery - Advanced Refinery Starbase Only - Basic Defense - Deflector Sh