Arturus Magi

Arturus Magi

Joined Member # 2439
0 Posts 9 Replies 4,040 Reputation

[quote]The get the improvement of conquered races as well? Or is their military spending?[/quote] They don't get the abilities of those races, but they do get the planets and improvements built on them (except for SuperProjects, Achievements, Wonders, and Trade Goods). If the races that surrendered had techs the surviving race didn't, they may gain those techs when they take over the planets (you can as well when you gain planets from another race). ~SDC~

15 Replies 552 Views

[quote]Playing with the latest patch. There is a planetary colonization event that has odd percentages. It's the one where you encounter a stone age race and only the polar caps are available for colonizing. The "good" choice is -3% to productivity. However the "neutral" choice is -7%. Seems backwards to me.[/quote] This isn't related to the patch: it's always been there. The numbers are chosen randomly, and occasionally things do get mixed up a bit because of it. ~SD

302 Replies 13,363 Views

[quote]The last time when I was playing, I modified my abilites. Now I can't seem to get the default settings back. [/quote] There should be a button labelled 'reset' or something of the like. As a last resort, deleting the data/perfs.ini file should return everything (including your empire and user names) to the defaults. ~SDC~

4 Replies 241 Views

[quote]j) don't close the planet list when I hit done -- I just gotta reopen it to select the next planet!!! (deja vu)[/quote] Don't hit 'done,' just select the next planet. ~SDC~

6 Replies 231 Views

[quote]Are there really 35? Do the minor races have pictures? Can someone please send me info on them?[/quote] 36, counting the space monsters, pirates, and terrans. (37, actually, but the last never appears now.) It's almost impossible to actually have all of them around, though. Except for the starting races, all of them come about via events, and the only event that's garaunteed to occur is creation of the League of Independant Races. ~SDC~

13 Replies 701 Views

[quote]I have never found a button for this or something like that. aomewhere i´ve read, that i can do it if the transporter start from a planet. but when i choose the transporter in the menu and then i give him a waypoint, he just fly to that point, no option for puttting people inside him...[/quote] If you use automated launch methods like planet level rally point settings, the game will automatically load the lower of half the system's population or the transport's maximum capacity.

5 Replies 592 Views

[quote]#9 by Citizen Mayito7777 - 9/23/2003 6:50:04 AM But in version 1.05 I didn't have this problem, I have dial-up and one click or two was enough to get the game posted, but not right now and I get a error message that reads: "Send status 1, Error status 0"?????[/quote] Just a guess: From a programming perspective, exit code 0 usually means 'OK'. ~SDC~

18 Replies 453 Views

"Many different types of standards need to be set. The one that annoys me most is directory structure and file placement in that structure. I would like to be able to find the executable for a given program or check and see it a library is present on my system. Currently this is impossible for me most of the time. With Windows there has been a defined directory structure since Windows 95. If I want to find a programs executable file I simply find its folder in the Program Files directory and 99%

2 Replies 43,289 Views

(Rab) "Good article. Similarly I get hacked off by DVDs that won't let me fast-forward through the copyright and company logos. I'm thinking of building my own DVD player (modded case, Linux etc) as my next project. Sigh, why do I feel it won't be that easy? See http://www.theregister.co.uk for various articles on the RIAA for a third take" No, it won't. Among other things, you'll have to break the law to do this: there is no legal DVD decoder for Linux. The wonders of the DMCA ne

69 Replies 124,644 Views

[quote]I'm getting transfer rates ranging from a low of 25 bytes (yes bytes) per second to very brief bursts of 8 K/s. Average rate is around 550 bytes/s to around 1K/s. [/quote] One thing to note is that the speeds the SDC reports aren't entirely accurate: the SDC appears to report the total data transferred/total time taken. That is to say, it doesn't take into account time lost preparing for the transfer of each file, or the time it takes for the initiating SYNC ACK message for tho

11 Replies 377 Views

I enjoy the control over the compression. AOL users have a similar compression built in as well, but they have to deal with this often annoying feature since it really can mess up the quality of the images. Just to clarify your comparison, AOL lets you control the 'built-in' compression as well. Only the images for the AOL client software's inherent features are forced to use the ART compression scheme, and they're specifically designed to be minimally impacted by the data los

6 Replies 46,311 Views

[quote]Are you saying I am better of having 12 trade bases in sector 1,12 vs 1 in each sector along the route? I never did the math so I dont know. (I do have planets and bases in six adjacent sectors)[/quote] If you have speed boni in any of the starbases along the route, yes. The idea is to keep the ship in sectors with Trade boni. There are two ways to do that: you can line the entire route with Trade starbases, or you can put Trade starbases in one or two sectors, then fill them w

27 Replies 4,647 Views

[quote]Is there any way to find out what the greatest tech ID is so I can put an some tech mods?[/quote] If you mean the highest ID number GalCiv will accept, it's not known yet. I can verify that Tech ID numbers as high as 13200 will work correctly. If you mean the highest one already in use, then GalCiv Writer would probably be the best place to look. ~SDC~

5 Replies 2,081 Views

[quote]While we're on the topic, can I just ask: Link WTF? (put a space after the URL and hit "go")If I just shouldn't be looking in the demo's folder for images, then I apologize, and if there is some sort of plot explanation, again, sorry. But seriously: WTF? [/quote] During the beta testing, the release version Drengin's AI was tested as a minor race called the Bradians. That was their logo, and yes, it is Brad Wardell. The diplomacy text for the Bradian AI is still in English.str

9 Replies 724 Views

[quote]I bought the game on 1 Apr so I do recall some of the precursors like yourself. [/quote] Interesting co-opting of the backstory. I like it. :p I wonder if I'm the only 'precursor' with no submitted games. *ponders for a moment, then notes that it'd take a long time to check something like that....* ~SDC~

19 Replies 370 Views

[quote]From a noob POV, I disagree. It's nice to be able to get some medals relatively quick.[/quote] It shouldn't be automatic, though: you already have 5 game - 1000, and you'll probably get 10 game - 3000 as soon as you send your 10th non-maso game. ~SDC~

43 Replies 877 Views

[quote]All your suggestions don't solve the problem, which is that once your Hero is out of range it stops surveying and geos home on autopilot,[/quote] Except that it doesn't. The survey ship will still detour to anomalies on it's way back home. Ships on aoutpilot can occasionally leave your normal range too, as long as the end destination is within your proper range. ~SDC~

7 Replies 233 Views

[quote]3) This allow to distribute population, but really don't know what is the metric used to even out (Billions per planet-class? or even morale or ....???)[/quote] AFAIK: When launching, half the population of the system or the maximum capacity of the transport whichever is lower, proprotioned by ration of colony populations, if you don't change the number of troops launched. When landing, even distribution of total troop count to each colonized planet. ~SDC~

6 Replies 194 Views

[quote]but if you change some basic ship stats (e.g. colony ship range), the ai will have a very hard time adapting itself.[/quote] Ok, I can't claim to have carefully checked modding the most basic ships (colony ship stuff is admittedly probably hard coded to keep it expanding early on...), but I do know it will recognice and adapt to changes in most of the advanced ships, and to entirely new ships. ~SDC~

5 Replies 184 Views

[quote]4) Does it have the shutdown effect like on Operation Flashpoint: Cold War Crisis, (when you edit files, it gradually makes the gameplay worse and harder until finally its so unplayable where you have to uninstall then reinstall, sort of a smart cheat firewall detection)?[/quote] Not in the slightest: In GalCiv, the AI will recognize mods and use them to their fullest advantage (with the singular exception of techs that don't have a valid AI line in them). I once had se

5 Replies 184 Views

[quote]Next look at your mod file.Remove id altogether and replace it with this line in same location. Tech_Requirement "CommunicationTheory[/quote] Wonders need an ID line. And the ID line does happen to be what's messing this up: The ID also has to be unique. [quote]Also I don't think it goes up to 2500% benifits. It only goes up to 100%, so if you want 2500% benifits, you should make 25 different wonders.[/quote] It does go up to 2500%, it just doesn't display righ

7 Replies 273 Views

I do most of my editing in Object Edit (Ooh, free advertizing for Stardock! yay! :p ), mainly because GalCiv Writer chokes on my setup. Appears to be an array bounds overflow caused purely by my having too much junk I cooked up during the beta testing just to try to break things. Apparently I suceeded too well... :notsure: ~SDC~

7 Replies 215 Views