[quote]I play making ALL Good choices and only get penalized for it. [/quote] You don't only get penalized for it. The benefits of a good alignment just aren't immediately obvious. Good races have an improved diplomatic relationships (which also has the effect of increasing what you can get in diplomatic trades). Several good techs have significant bonuses that don't appear in the evil ones (the speed bonus from Hyperwarp is particularly nice if you get to it quickly enoug
Arturus Magi
[quote]I hate having all my planets being named "star name I or II or III" et cetera, can I rename PLANETS?[/quote] Not yet, although I seem to recall that it's on the list of things under consideration. ~SDC~
[quote]Good points, hadn't thought about that (lack of info submitted). I wonder how many resubmitted scores are going to get an anomolous tag.....hmmm[/quote] Resubmitted games won't be a problem: the save game includes several files that serve no purpose but to log things that are needed to calculate the score and identify potential flaws or game editing. Retroactive score changes would only be doable if all of that data is transmitted to the Metaverse. ~SD
[quote]and the AIs being able to win via a Tech victory,[/quote] If I read the changelog right, the AI still can't win by tech victory, it just disables the human tech victory if they get to Final Frontier first. ~SDC~
[quote]If it makes you feel better, here's a phrase from the conquest victory screen that sounds very wrong to me: 'Their score is one that most likely be logged in the Metaverse'[/quote] It's valid as written (although a 'the' between is and one, and an 'is' between that and most would be better; 'which is' instead of that also works), but it does break the context of the game.... ~SDC~
[quote] I have been unable to download this game , though I am a registered user.[/quote] A registered user of GalCiv or Drengin.net? Access to prerelease versions is one of the perks of a Drengin.net subscription. (For a brief history lesson, Stardock found in the past that registered users of Windowblinds couldn't understand the implications of running beta test versions and they eventually had to restrict access to them, such that only Object Desktop users see most of the n
[quote]3. Is there anyway to get windowed mode working on 32bit colour as opposed to 16bit[/quote] As I recall, this is a limitation in DirectX. It won't attempt to display 16-bit graphics when the computer is in 32-bit color modes, and all of GalCiv's graphics are in 16-bit color. [quote]6. sometimes (i don't know why...) when i have a ship guarding a terror star.. and move it by selecting the ship which is guarding it it moves more than 1 space {I'm not complaining.. just p
[quote] Is there a reason why the Tech Mods do not show up in the Tech Tree viewer?[/quote] They do appear in the tech viewer under certain conditions. It's a bug in the tech navigator code. The navigator will open to any tech and display it's details correctly, and will display prerequisite techs correctly sometimes, but never lists postrequisite techs unless they are in GCTech.TECH. ~SDC~
[quote]Power 1,0[/quote] Is this what is actually written in the file, or does it read 'Power 1.0'. If it's the former, it is probably confusing the parser. It should read '1.0'. ~SDC~
[quote]Shorten ship ranges, making it more imperative to build starbases (which may mean making them cheaper; perhaps if their function was solely military outpost?). [/quote] There isn't much room to shorten them. Two ships already have a base range of 0 in galaxies smaller than average. ~SDC~
[quote]It appears that I'm getting massively spam-mail'd every time I play GalCiv. [/quote] It has nothing to do with GalCiv. Two new e-mail viruses poppwed up about three days ago that exploit Outlook Express. Sobig.F@mm, in particular, has hit alot of sites, including several major universities. The huge mails your recieving are mail daemons returning messages to the person they (incorrectly) think sent the mail with the original message (including the virus) as an attachme
[quote]I could of sworn it brings the cost down. Like when you're first given the chance to research Dreadnaughts it may take 40 turns. If you research everything in the order of shortest turns to finish, then by the time you get to Dreadnaughts it will take like 4 turns to finish[/quote] You're seeing a side effect of your increasing abilities and population. The tech's actual costs are increasing by about 2% per tech you research. Theoretically, you'd get through faster researching
[quote]Is it possible for two celestial bodies (like our moon and the Earth for example) to be in such a close orbit they're almost touching each other?[/quote] For celestial bodies on the order of minor or major planetoids, gravity would tear one or both of them apart before long if they were that close. For stellar bodies on the order of, say, a pair of neutron stars, it's theoretically possible for them to be close enough that their co-orbit has a period measured in days or
Not currently. There's no reason someone couldn't translate English.str into German (or pretty much any other single-byte language) and add it to the library mods though. ~SDC~
[quote](#17 - bpleshek) Hey Arturus Magi, I still play moria. [/quote] I do too, on occasion. It was specifically the 'YAWP == bug report' attitude the original Moria team had that I have a problem with. (And incidentally, the Moria around today is not the Moria I was referring too, although the UMoria/PCMoria devs retained the attitude for a while. It wasn't until around the time Moria and Angband diverged that it finally started to die out.) [quote](#18 - Evil
[quote]1.04 bonuspak.[/quote] Upgrade to 1.05, if you can. It's been in release status for a while, and I'm pretty sure this works correctly there. ~SDC~
[quote]Is there a way to take the USS (united states ship ) of the ship default names.[/quote] That's United Star Ship (cf. Star Trek). I'd prefer that it be customizable, nonetheless. One of the mods I was considering (playing off the background notes that the Alterians apparently have supernatural powers, and that they are similar to humanity in at least two resepects) eventually involves military things that aren't exactly 'ships.' The USS being tacked on by default would get to
[quote]I was going to do that in this last game, but My one big planet had a smaller planet with it, and adding population would have sent it's morale into the toilet. [/quote] Use colony ships to transport population. They always deliver their entire cargo population to a single colony and decomission themselves, regardless of the nature of the target colony. ~SDC~
[quote](#5 - Black Shade) On a side note: is there a way to switch which planet is your capital (cause some games earth is a bad planet and id prefer it to be on a higher PQ one or maybe in a better location.... earth always seems to be a border territory for me)?[/quote] [quote](#6 - Ray the Wanderer) Black_Shade, nope. Humans are apparantly too emotionally attached to Sol to relocate. Aliens get to do that though.[/quote] My understanding was that the AI's capitol cha
[quote]Hey, Arturus, I read where Cari mentioned the 40% PQ ceiling. My theory is she was talking about your Civ-Wide PQ ability, not a specific planet's PQ bonus. What do you think?[/quote] Possibly. I haven't poked at it too closely. I'd imagine that it's a pretty close mark for the limitation on a planet's PQ bonus from a single source, though. It wouldn't make much sense to close one entry point and leave a loophole the size of a semi-trailer open. ~SDC~
[quote]Here are a few examples of plagiarism that may surprise you: - Making an illustration using an idea from someone else's photograph is plagiarism. - Purchasing artwork and then making copy(ies) that were not part of the original agreement is plagiarism. - Purchasing artwork and then changing it (unless copyright was also assigned) is also plagiarism.[/quote] Dirivitive works are not always infringement, even without prior permission (it's still a good idea to be careful:
[quote]It's almost as fun as looking for the Vibrating Square! Joy![/quote] Am I really seeing a reference to Atari VCS Adventure? :sniff!: [quote]Somewhere along the line, the Dev Team confused "length of game" with "gameplay". [/quote] At least it's not Moria. YAWP == bug report. *shudders* ~SDC~
.... The title of this thread is reminding me of an amusing piece of (relatively) ancient computer history. The Commodore 64 version of the old platform game Karateka fit on a single sided double density 5 1/4 in. floppy disc. The disc used was a double sided double density disc, so they threw a rather amusing easter egg in. The disc was formatted as two single sided discs, the graphices code was rewritten, and an exact copy of the game with the new graphics code was put on t
[quote]And to add to what Ray said . . . The cultural modules exert a 100% effect in the sector and 20 or 25% effect in adjacent sectors (I can't recall which ). For example, one completely decked out culture mod starbase will give +343% influence in the sector with the starbase and about +70% to +85% influence bump in adjacent sectors. You can build lots of starbases.[/quote] In addition to these notes, the increased local culture in those sectors still spreads as with normal culture s
[quote]Re: Post # 149 - As I play the game further I come to realize that the game can't destinguish between the two "rally point 3"s. If you select the second one in the list on the "set rally point" window it will assign it to the first rally point instead.[/quote] To add to this, renaming the rally point is all that's required to fix it. The determination is purely by the rally point's name. The game also appears to stop trying to distinguish between rally points once it hi