Probably at least one huge majhong game ( sorry had to say it ) Moraff would be the first place to look for a mah jongg type game. Which reminds me... I need to contact them to see if they still sell registered copies of some of their older games. They've spent the last seven or eight years trying to distance themselves from the Moraffware days. *stares at shareware copies of Dungeons of the Unforgiven and Moraff's World ¬.¬ *
Arturus Magi
It's your actual spending, for the events, not your espionage level. The later only determines how much information you have access to. ~SDC~
[quote]I've experienced the same problem ever since I started a new game on my new machine. AMD 64, Radeon Mobility 9700, nVidia nForce sound, Win XP/SP2. However, I _very_ briefly can see a BSOD before the reboot.[/quote] Turn off automatic rebooting if you want to get a description of the error. (It'd take me a little while to find where in the system options that is hidden, though.) Windows XP is designed so that it automatically reboots when anything causes a Blue Screen.
He hasn't released it yet. ~SDC~
[quote]The only draw back to the package is it does include various terraforming mods which likely will prevent players who pay attention to thier score from submitting those scores. Perhaps the scores can be summitted if the players do not build the PQ improvements of the mods - I don't know in that regard.[/quote] Planetary PQ mods do not affect the submitability of the score. Only a having racial PQ above 40% does (techs, wonders/tradegoods, galactic events (as opposed to colonizati
Your best bet, if you want to abuse this, is to go with something close to 65535bc for 65535 turns. Lower values over longer terms might not hinder the AI at all and won't help you much either. Larger values will cause your treasury to roll over faster than you can spend it and you'll have to deal with the concequences of a 2 trillion bc debt. And yes, it's a very good idea to update the game. There have been alot of changes in the last year and a half. ~SDC~
[quote]#2 (Arturus Magi) Political parties are limited to 18, and have to be sequential. If there are any gaps, things break.[/quote] [quote]#6 (Moser the Alchemist) I currently have 20 parties and so far, as long as they are numbered 0-19 sequentially, there appears to be no problems. [/quote] There was a six month gap between my post and yours, so another bug may have been causing this. That said, I still haven't had much success with more than 18 parties. <b
[quote]Curiously "Endtech" does not appear at anytime in the game, even if you have researched all its requirements. [/quote] It's the tech_cost of 1 that causes this. The tech is automatically researched at the start of the game. I've had this problem with other mods too. [quote]The Banking Center no longer shows up in the Social Project box, nor do many other improvements I remember being in the game. Does anybody know what's wrong?[/quote] This suggests that the p
The last statement I saw was a cumulative +1% per tech, but that was a few versions ago.
Installing Windows Media Player (any version since 6.0) should fix issue 1 as well, AFACT. The most likley cause of the problem is that something overrode (or overwrote) Microsoft's MP3 codec with another that is not compatible. The referenced file is a copy of the codec installer, but every version of WMP also ships with most of Microsoft's audio and video codecs.
[quote]I noticed that at times techs cost more than what it says in the relevant .tech file, while at other times the number and actual cost is correct. [/quote] Every tech you research increases the cost of future techs by a cumulative 1%. Usually it's not noticed because your research will usually increase faster than the research cost penalty does. ~SDC~
[quote]In summary, if negative effects were possible along with the postive; [/quote] This is possible for improvements (including wonders/trade goods/achievments), with a caveat: all of the abilities that do something have some minimum they cannot pass. PQ penalties can't reduce a planet below class 1 (I've actually had a planet with a net -254% PQ in one heavily modded game). Planetary production reductions cannot reduce production below base levels, but do reduce bonuses you may p
[quote]without cloaking you needed a lot of ships. then your only chance was a suicide ramming attack. worked pretty well, but was expensive. [/quote] Once you have Construction 7 (and some others that vary by organization), every 'race' had something that could take down Borg Cubes alone, although some of them might need a little luck. High Energy tech levels never hurt. As the Federation, I tend to use Galaxy-X crusers, although Defiant class heavy escorts would probably work better
[quote]6. production cap for free productionStarts with 3 time PQ for free production[/quote] I believe they are counted seperately. ~SDC~
[quote]I mean, how common is it in real-world conquests that you slay all of the enemy´s people?[/quote] Well, the number listed as a planet's population isn't it's population, exactly, but rather the colony's tax-base, so you could claim that you're not committing genoicide. It is still a bit odd, though. ~SDC~
[quote](* - No, not really, just trying to invoke Godwin's law to kill the thread)[/quote] Goodwin's Law doesn't even stipulate anything but pure (and accurate, if only as a truism) statistics. The actual Law is simply, 'as a thread's length increases, the odds that someone will be compared to Hitler or the German Nazi party will approach 1.' This is true simply because the odds of this occurance cannot decrease over time except in isolated groups (or stringently moderated gro
[quote](Chippoka #5) From another post: "#7 by Diplomat Arturus Magi - 12/10/2004 12:15:53 PM [/quote] That quote doesn't really apply in this particular case, although it is something that needs to be watched. [quote](Black Iris #1) I have installed most of the approved mods. Recently I discovered the cheat keys. Now if I enable mods I am getting some very strange results. When colonizing a system the first social project I build produces outrageously hig
[quote]Two: Seing as all the other Omega´s were galactic archievements, how come the Omega defence system could be built everywhere?[/quote] The Omegas have gone bach and forth between being achievements and normal improvements. I think two of them are actually regular improvement right now. ~SDC~
The space monsters start at 48 ATK, and advance from there every few turns to no known limit. Early on, you'll need a fleet to deal with them. Pirates have a lower starting ATK, but otherwise are the same. Just make a point to avoid them, and try not to get stuck with the Space Monster Zoo or Prison Complex until after you can deal with the possible concequinces. ~SDC~
Another possible cause: GalCiv Writer, in my experience, always renumbers BOOKMARK to 52, and BOOKMARK denotes the end of the list of SBMods. Manually renumber BOOKMARK to something arbitrarily high (I usually use 200), make a do nothing module to take it's place, and see if that fixes the problem too. ~SDC~
GalCiv2.com gives me this when I try to log in: 'Sorry, we cannot locate your registration for Altarian Prophecy.' In my case, it might be because my Drengin.net account expired last month, but it might be nice if it mentioned that instead of insisting that I'm not registered.... ~SDC~
There is one extra forum that is rarely used, originally intended, IIRC, for early communication with people that are known to be helpful in one way or another. Mainly it's just acknowledgement for various things now. ~SDC~
[quote]The defense mainly impacts ships (if you look at a ship outside a planetary body and then one inside the body its stats are raised a bit). [/quote] You're confusing Defense (the planetary attribute) with Defense (the ship attribute). A planet's defense does nothing for the ships in orbit. There is a seperate bonus to Def and Repair rate for ships in orbit that has nothing to do with planetary defenses. ~SDC~
[quote]An AI ship is targeting one of my planets for an attack. For example, lets say the AI ship is a Battleship with a max move rate of 3. My planet is 4 squares away from the ship. If the AI ship moves straight toward the planet, so that its last movement point puts it adjacent to my planet, it is allowed to attack on that turn. Isn't the attack supposed to be considered another move (thus requiring 4 movement points)?[/quote] The player can do this too, if you use autopilot. When i
Civilization morale bonuses have very little effect unless the planet in question already has local morale bonuses. The racial bonus seems to be a multiplier rather than an addition to existing effects. ~SDC~