Planetary defense only protects against invasions. ~SDC~
Arturus Magi
It says I don't have an AP registration either (pre-release Drengin.Net subscriber whose (now TG.Net) account expired just under a month ago). ~SDC~
[quote]If anyone is still following this part of the board, I just got Galactic Civilizations and tried to make it work under Wine (not WineX). [/quote] You have to use WineX. WINE itself does not emulate enough of DirectX for GalCiv to work. ~SDC~
Something seems strange with this. I know people have looked closely at this and found no bonuses at lower levels, but those numbers are a bit odd... ~SDC~
[quote]You don't say what level of difficulty, but the higher the level of difficulty, the more "cheats" the AI employ so that they can do things that you never could by following the rules[/quote] This is only true at the two highest levels of difficulty. At normal difficulty levels (which is to say, anything below Genius) the AI is penalized in one or more ways. ~SDC~
[quote]Oh, that's the Improved Factory starbase module that won't build[/quote] Starbase module won't work if there are any gaps in the numbering. That's the cause of problems 98% of the time with SBMods. The same is true of political parties. With all other mods, there are no issues with non-sequential numbering. ~SDC~
[quote]The game won't let me build the Improved Factory. There's no identifier number conflict.[/quote] After you reach a certain number of improvements, the game occasionally loses track of them. I haven't been able to track down anything specific about the phenominon, but it takes at least 400 improvements over the base for AP. ~SDC~
[quote]For the political partys would it be nice, too At its best with a expirence report how the AI use them [/quote] Political parties and Starbase Modules have special requirements that make presetting them impossible. They will always have to be edited to fit your individual setup. ~SDC~
Always put mods in the mods folder. The directions on alot of mods predate the implementation of the disable options and the mods foldiers. ~SDC~
When I tried to install the XP patch for SMAC, it forced my computer to shutdown.... :SURPRISED: ~SDC~
[quote]First, when I am playing against the computer, their ships seem to be able to fire AFTER moving their maximum moves if I am adjacent to the square where they end up. Meaning, if a computer controlled BattleAxe can move 2 squares, and I am 3 squares away, that ship can move 2 squares and then fire at me. But I can't do that. Is this a bug?[/quote] You can do this too, but only if you use autopilot. If you manually move every space, the game will cut to another ship when y
[quote]Now, does this really mean "star system", or does it mean "individual planet"? For instance, if Earth is really rich, and Mars is really poor, but Mars creates a freighter, will it reap the same bonuses as a freighter built on Earth?[/quote] It is indeed the Star System that is important, not the individual planet. Trade routes operate off the economy level of the two endpoint systems, the distance between them, each participant's Trade ability rating, and Trade improving starba
[quote] Unfortunately, whenever I would select the option, the module would never actually get added, nor would the constructor get 'consumed'. Is there a known fix for this type of problem?[/quote] This is caused by the id numbers of the modules not being sequential, or the id numbers being higher than the id of the BOOKEND module. Increase Bookend's ID number and renumber all the mod modules sequentially starting with the number after last GC (53, I think) or AP (56, IIRC) module num
[quote]AP v1.51 the auto survey still seems to be broken.[/quote] The quirk appears to be this: when your sensor range increases, newly discovered anomalies aren't picked up by the autosurvey. Existing ones, and ones newly found the turn after your sensor range increase are. Only ones suddenly found between turns by the sensor increase itself are lost in the aether. If this is the case, save and reload should serve as a workaround.
[quote]Shouldn't one login suffice for all of Stardock's discussion groups?[/quote] Only if you allow your browser to accept cookies from a third domain, which which involves signifcant security risk.
Everything that reaches release status before your subscription expires is yours (the qualifier is necessary because Stardock's own games do their beta releases over TotalGaming.net too). The expiration of your subscription doe not affect the ability to play any games that you've installed. In the case of the Stardock games, you don't get access to post-release updates that postdate the end of your subscription. Third party games probably wo
[quote]On the other hand, is it possible to download the games on one computer (ie. my work computer that has a fast internet connection) via SDC, burn that to a CD and then copy that to my home computer?[/quote] There are two ways you can go about this. The offical method is to archive the programs and burn the SDC installer plus archives to a CD. For modable games, this will not catch any mods you've installed, so burn the mod zip/gzip files to CD reinstall them on the new s
[quote]Well, I just upgraded, When are we going to hear the news??[/quote] I would expect last week of July or first week of August, based on the first post.
The GalCiv code manually names the planets in Sol system. Those are the only planets that ever get spcial names.
[quote]- 10 BC per month, the displayed ETA will be 5 months BUT the project will be completed at the beginning of June 2178, as when the displayed ETA is 4 month[/quote] hmm.... My experience has been that this also completes in July. I've lost a Wonder to the Altarians by one turn because of it before. That doesn't, however, rule out it being an intermittent effect of some sort. Incidentally, I found something else that's interesting: at the start of a game, t
Actually, the existing stars are animated too, it's just hard to see the animation.
[quote]The turns to complete numbers displayed are not correct. An excample: if a planet is producing Soil Enhancement costing 50 and the planet has a social production of 10, the turns to complete number shows 5 not 4 as it should.[/quote] This is not a display error. It really does take 5+1 turns. Building isn't completed until the turn after the total cost is expended. Whether it should take 6 turns or not is a different question.
[quote]I did that and ended up purchasing another copy of CalCiv. I thought I was purchasing an upgrade to Drengin.net. [/quote] There should have been two links there, one for Drengin.net and one for GalCiv. Sending a note to mailto:[email protected] explaining what happened would be the best course of action concerning the mistake. ~SDC~
[quote]Instanton TechTree. I don't think I've ever gotten far enough in the game to use that one before winning, actually.[/quote] I have actually built the MiniUniverse and MegaUniverse once, in the AP campaign, scenario 3 when it was still just a few steps short of impossible. I was able to hold off the Korx with mines and other high def, low cost ships until I started building Excaliburs of my own (slower than they were building them, unfortunately). The standoff finally broke when
Individually, no. Certian combinations could, but it's very unlikely with certified mods. ~SDC~