[quote]I am interested in reading more about this game but cannot find a site or forum.... any of you have one?[/quote] It's still in very early development. Noone outside of Stardock has much information beyond the basic premise. ~SDC~
Arturus Magi
meh. stupid double post *edits* [Message Edited]
[quote]Isn't the SB upkeep constant at 5bc/turn/SB? Or did it change (in 1.09 or earlier)? [/quote] Hmm... I had thought this was implimented a while ago, but I have to admit I don't pay close attention to it in the game itself.... ~SDC~
[quote]Both of your request can easily be done. In fact, there was a trainer that someone wrote when the game first came out that will give you unlimited points at game creation and add money any time you need it. I've never used it and I don't know if it still works with current versions, but you could try it. Try doing a search on "galactic trainer imsdox".[/quote] It was already out of date within a week of the game's release. No trainers for any later version exists. ~SDC
[quote]Bye bye defeats, wellcome victories![/quote] Note however, that starbase upkeep is exponention, not linear. The more starbases you have, the faster the upkeep for another starbase increases. ~SDC~
[quote]I also wish to edit it so that I can give my race more abilites instead of just the 10 points that the game allows.[/quote] This specifically can't be done, but the effects of the picks you select can be changed. Those exist somewhere in $gcdir$data/English.str, and will only take effect once another game is started. If you add new pick selections instead of changing old ones, it is possible to set it up so that legit games can still be started without reediting the file (simpl
First, a bug I don't see mentioned already: The tech navigator only appears to recognize techs in GCTech.TECH when determining pre- and postrequisites. It can initially display any tech, it just can't navigate to ones from the bonus pach or from mods. Now, reply to #25 BlueSteel: [quote]After loading from a saved game.. My influence level drops dramatically[/quote] This is normal. The game doesn't save current influence levels because the formula for computing influe
It can happen under very unusual circumstances (there used to be an example of the Arcean Empire fragmenting into two seperate civilizations on the main page around six months ago). There is practically no way for this to happen accidentally, though. It's always the result of deliberate action by some other player. As I recall, one of the stated possible problems that can occure if a race's homeworld is captured or destroyed was the fragmenting of their empire. ~SDC~
[quote]Gaaa! Why must it be so!? (wasted production, that is)[/quote] The basic idea: You still have to pay the workers at your plants, but you haven't told them to do anything. (Note that you still get the portion of the tax money related to production, so you could also look at it as the plants are producing generic products for individual people, rather than something the government would use, like say... food.) ~SDC~
'Freform Gas' is used for all anomolies that didn't have their own image. The research anomolies were the first ones that fit that category, but some of the ability bonus ones popped up there later on, and one or two of the mod anomolies are there as well. ~SDC~
[quote]And yet, it does. Provided the Tech ID is less than 1106, that is.[/quote] Hmm.... I wonder if it tries to read all techs with IDs below the highest one in the game when it is started. The next time I get a game close to a tech win I could test that fairly easily (some of my in-progress and intentionally imbalanced testing mods have tech IDs going up to 13000). ~SDC~
[quote]Debug Message: Tech Excalibur has no description! Debug Message: Tech XenoPropaganda has no description! Debug Message: Begin creating other screens.[/quote] These two lines suggest that at least one of the data files are corrupted (the techs mentioned are in GCTech.TECH). ~SDC~
The image changes on all markets are linked to certain research projects. On the computers market it is easy to not notice them until late in the game. ~SDC~
GalCiv hasn't broken save file compatability since beta4, but the changes have occasionally been significant enough that a game from an eariler version gets really strange. As one example, a game from 1.02 going into 1.03 had severe morale problems because of changes in the morale calculations, and it was usually very difficult, at best, to repair in game. Smiliarly, a game going from 1.03 to 1.04 would have had morale and income problems from the removal of the PQ bonus from six of th
*sturring a pot of kitten stew* What's everyone looking at me for?... :SURPRISED: ~SDC~
[quote]I've had very weird results dropping in techs with IDs > 1000 in the middle of a game. If you play from the start you are OK, though.[/quote] Dropping in techs midgame shouldn't work at all, regardless of their ID. GalCiv reads the defined techs from the save game. The only way that should work is if you're changing an existing tech, or you renumber techs, in which case it pulls out the ones with the same ID numbers (and will probably crash if one of those numbers are now missi
[quote]3) The tech-tree (within the software/game itself) is extremely poor. It should not be a mystery what each tech will lead to and which advances they will allow. This material should be in the MANUAL or easily accessible from the tech-page. Instead, we must use web resources designed by players in order to get this information.[/quote] It's not very easy to do this in a game where the tech tree changes every so often (the first day it was out there was already one such change, as
[quote]How much more documentation do you need than to have it spelled out for you in black and white right on the screen when you chose to build it?[/quote] Trade Goods, Wonders, and Achievements have effects other than the ones explicitly stated. Those text descriptions override the normal display of their secondary effects to notify you of their ability-altering effects. Trade Goods universally have no secondary effects in an unmodded game, but mods can give them local effe
[quote](#13 - PontiusBruinPilot) Blizzard puts out a very polished product (with one exception).[/quote] And that exception? (read: has never managed to crash or find a bug in any unmodded Blizzard game he has had a chance to play) ~SDC~
[quote]That is news to me that the AI knows where all the resources are without exploring. It seems Brad has consistantly said the AI ONLY knows where the yellow stars are.[/quote] The AI knows where all the stars are, just like you, and they know what kind of stars they are (unlike you). They know which stars have good+ planets, but not what those planets are or how many of them are there, specifically. This has been stated in other posts in this forum (one of the formerly frequent '
[quote]As to your first comment, I should have re-stated in the second post "assuming a morale of 100"; I'm trying to determine if there is any detriment to running very high tax rates when thru-the-roof morale bonuses allow morale 100 pops at (say) 70% tax. [/quote] If you can keep your morale at it's current level while increasing your tax rate, there are no deleterious effects of the tax rate increase itself. The only sources (known to me) of income loss as tax rate increase
[quote]So you're saying with a higher than 35% tax your 'dollar' becomes devalued (for internal spending)?[/quote] Not exactly. There's two notable effects here. Raising your tax rate reduces morale, which in turn reduces tax income, population, research, and production. This is the usual cause for those losses. The other kicks in when you have a high treasury or a high income. This is what the Crime ability is supposed to affect, according to the Economy undocs (as
[quote]Is it always the Kwilasians that form the I-Leage? And are they actually immune from bad morale issues? [/quote] They're not immune to them, as such. Rebellion is near zero from the League of Non-Aligned Worlds, but other moral effects do occur, and morale still appears to have an impact on defection. ~SDC~
[quote]On the culture value of starbases, I think the truth is somewhere in between.[/quote] The net effect appears larger because of how influence leeches out into other sectors. Those outside sectors now higher influences then eventually leech back into the original sector (as described in the undocs, and presumably included in the new manual). Starbases are not needed at all for this effect, and the increase is exactly as noted if you wait until the final state before building the
The position of stars, I'd imagine, are reflected in three or four files (player.civXX, stars.galaxy, colonies.galaxy, et. al.). I'd be surprised if things didn't go wrong if they were out of sync) ~SDC~ [Message Edited]