Arturus Magi

Arturus Magi

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

The theory was that it had something to do with how the videos were binked causing it to desync in game. I though it had been fixed, though. *generally skips the videos because his system is horribly underpowered and theoretically shouldn't be able to play GalCiv in the first place.* ~SDC~

11 Replies 278 Views

'The only drawback is that I've seen a few mods that are technically sloppy, with graphics that don't fit the screen or substandard write-ups. But overall my experience with downloading mods has been very good.' It has been stated in the Mods forum that Stardock already distinguishes between at least two different categories of mods ('Official' and 'Unofficial'). It just doesn't show in the Library right now. ~SDC~

11 Replies 334 Views

With this specific forum, the volume of posts seem to occasionaly cause the SDC client to lose track of things. When that happens, using the Refresh List command from the context menu of one of the forum tabs usually fixes it. ~SDC~

11 Replies 305 Views

[Me] 'Currently the highest known legitimate planet quiality is class 84 (35*(1+.5(LifeForce Artifact event)+.1(soil enh.)+.1(hab. imp.)+.2(terraforming)+.6(techs)+.15(Terraformer wonder)+.1(as of yet unidentified [by me] source)+.15(max. Planet Quality starting bonus)))' [Daetrin] 'Add another 10% because of bigshots partymix download where you can be activists that have 10%+ pq ' Ok, that would account for a total class of 88. There seems to be one point of planet class unac

34 Replies 1,274 Views

It does scale based on morale the whole way through. The problem is that with low population, the difference between 25% and 27% growth may end up being less than the 1M minimum that the game uses as a baseline population. ~SDC~

2 Replies 410 Views

Espionage increases the frequency of the pop-up messages about the other civilizations, gives you more information on them in the Foreign Policy-Stats screen, and disrupts or prevents several bad events. Destabilization affects an enemy's morale (and thus indirectly, it's income, production, research, and several other things, several of which can also snowball into other effects), and can cause wholesale rebellion and possibly the total of one of the targeted empire. ~SDC~

30 Replies 5,079 Views

The easiest way to avoid this is to simply not use the standard files at all. The stuff I've been poking at (but haven't had time to finish due to oncoming final exams *glares at college*) are all in other .TECH, .IMP, and .SBMOD files. Develop everything elsewhere, and just rename GCTech.TECH to GCTech.TECH.bak (and likewise with the others) or something if you need to remove the old ones to test a total conversion mod. This does still leave English.STR, but I think that and stars.ls

3 Replies 1,743 Views

'You could have a civilization limit on starbases based on population or economics or technology' This seems like the best solution to me. Set it up similar to trade routes, but without the hard limit. You can by default built two or three starbases, and techs will increas that by +1 every so often (and perhaps a event to add more). ~SDC~

130 Replies 10,131 Views

'Theoretically, the Good player get some technologies that let you build more trade routes, but I say that the extra trade routes are useless because the Drengin are going to destroy them anyway.' They also get a speed tech, several diplomacy techs, a planet quality tech, and more trade techs (ass opposed to trade route techs), IIRC. ~SDC~

16 Replies 541 Views

'Theres been a keygen out for GalCiv for awhile now, the crack was probably for one of the updates. ' Except that a keygen for GalCiv is irrelevant. There's no key for it to generate with respect to th game, and the SDC doesn't check the keys locally. ~SDC~

12 Replies 1,464 Views

'Um, is submitting the game where i edited the wonders file to give the TerraFormer the correct ID of 12 going to screw over my metaverse score?' That should be fixed by now, so... no. And that is the *planned* setup. AFAIK, it's not in place yet. ~SDC~

25 Replies 2,846 Views

DirectDraw tends to reset your video settings, then makes the adjustments the game directs it to. Try downloading a copy of Power Strip. It can override DirectX controls and allows for more precise control over video card settings (even on systems that don't technically support them, like ancient S3 cards on XP, for example) ~SDC~

14 Replies 480 Views

'The problem with the lack of carry-over in social projects is that if you buy something (as I once did) and then click on another planet in the right-side planets tab, and then click on something new in the build queue, but somehow didn't change planets, you lose the once-ever social project for all time (because it vanishes from the queue when you build it). ' You still get the effects from projects built in that way, they just don't appear in the details list for some reason. I used

7 Replies 285 Views

And there are examples in the real world of not-so-nice confederations, democracies, and republics. They tend to be somewhat better than imperialism because of the lessened power of individual politicians in those gomernment types ('power corrupts, and absolute power corrupts absolutely.' Without the absolute part, corruption is slower to spread and more subtle, but still present), but it's not a constant. ~SDC~

6 Replies 407 Views

"TECH Precursor Captol Ship" The tech has no ID number, and has spaces in its TechName. Try "TECH 700 PrecursorCapitolShip" (number chose to avoid conflicts with the base techs and known mods, any number not already used below 65535 seems to be valid as an ID, at this time) ~SDC~

6 Replies 1,818 Views

I changed Survey Ships to Sensor Ships and Constructors to Engineering Ships, but the planet list still shows SurveyShip and Constructor... I wonder if the improvements are also hard coded like this (Soil Enhancement, News Network, etc.)??? ' Neither are. Change both the header and the name in the original file and it should work. Same with the naming convertion. The SHIP header is where it derives that from. ~SDC~

16 Replies 2,646 Views

'For example, if a make a reverse-antimatter missle, all defense, no offense, will the A.I. start using it as a garrison ship?' Maybe not, but not because it doesn't recognize it's value. In my experience, the AI tends to garrison planets with attack ships so it can make preemptive strikes when the opportunity presents itself. ~SDC~

7 Replies 1,756 Views