[quote]I have not played any 1.5 AP games yet (just some later build 1.49 AP Betas), but the worm bonus and the life force drainer event bonuses were still pretty high in some cases. Like at 37%. It is a highly variable bonus for the evil pick. But the penalty for taking one of those real nice bonuses was as much as twenty alignment points.[/quote] The Earthworms can go up to 40% and the Life Force Artifact to 50%. [quote]Why does feeding your pop to the life-force converter ma
Arturus Magi
[quote]event_gtcolonyday01.pcx[/quote] This one is from another Event mod. I'm not sure what it's name was. ~SDC~
There is a problem once you get a certain number of improvements where various data arrays start interfering with each other. This usually manifests in the form of false build queue identifiers and projects being unbuildable on some planets but not others. There is one other semi-common occurance, where the improvement array overwrites planet's stat modifiers: I've had Earth start with +260% Planet Quality and Morale this way before. This is the first case that's been reported
Other way around: GC then AP /data, GC then AP /mods/data. The later superscede (or more accurately, merge to) the former. ~SDC~
[quote]I guess that it would be nice to have the detail about the eaxct formula for morale in the latest versions of Galciv. The sticky post in strategic forum is very instructive but correspond to version 1.00. So the exact value aren't the same:[/quote] The issue isn't the bonuses themselves. Those work with a predictable pattern. It's that racial morale bonuses don't directly effect them, as I noted. Local morale bonuses always work - racial morale only works if a local mo
[quote]I've searched the forums and noticed many posts of people complaining about morale. I firmly believe that morale is bugged in it's calculation. If I don't build any structures that increase morale for a while my morale slowly drops to 40-50. If I then build 1 15% structure my morale on that planet jumps to 100%.[/quote] Actually, from what I can tell, the problem is this: morale as a racial ability doesn't work very well at a system until morale as a local ability exists. If you
[quote]I believe that colony ships ALWAYS get the bonuses - it's just that their bonus is very small (I believe that the bonuses are measured in percent, so 1% of essentially nothing is still next to nothing).[/quote] Ability bonuses, yes. Starbases increase attack and defense in absolute numbers though. +1 is +1 is +1. Certain defensive ships never recieve starbase attack boni (and all such ships have a base attack of 0), but every ship recieves the defense boni. ~S
[quote]Absolutely... but i think you missed out one part... there are about other 500 men, and probably no girls! [/quote] The US military hasn't been unisex in a number of decades. You won't find women in infantry positions, or other places where direct combat is likely, but there'll probably be a few on an aircraft carrier. ~SDC~
[quote]L Space mining, Halutian Trade Complex. The options come up to upgrade them but once you select them the screen disappears with the constructor remaining on top of the starbase.[/quote] This is as should expected if the SBMods are noncontiguous. One of the problem with Starbase Modules is that if the mod isn't part of a total coversion mod each enduser is going to have to edit the module numbers to fit the presence/lack of other mods. Check the SBMods files and
In the Tools menu, open the Settings dialog. Select Games and the last item on the dialog is the root installation path for the Games selections. I recall a way to set it on a per-program basis too, but I don't remember how to set that anymore. ~SDC~
I don't think a ship can have both Colony and Transport abilities. Only one of the two will work if you try it. ~SDC~
[quote]By the way, where can i get the complete english version files? Up to now i've got an german/english hybid version.[/quote] There should be a link in the general forum. The topic was title 'French/German crash problems' or something similar....
[quote]When I doubleclick on a starbase to view it's properties, it show 0 attack and 11 defense points, while having all possible upgrades (attack should be 11, defense should be 50)! [/quote] Starbases never have an attack score, and only get StarbaseDefense bonuses to their defense. All attack boni, and the Defense boni that do not specifically state 'StarbaseDefense' apply to all non-starbase ships in the same sector, with an occasional exception for non-combat ships (colony ships
[quote](If i had xp i would no doubt be singing your praises, everything works on there, but i dont, i have the other OS your sposed to support)[/quote] And they do. The only machine I have with ODNT software on it right now is a half-disassembled Win98 box on the floor, and everything works fine. ~SDC~
[quote]Until they make a console more like a PC with a keyboard etc., it's just not going to happen.[/quote] Every console since the PSX (except the N64, but including the GameBoy in it's various incarnations) has had a keyboard perheripal (although few of them sold well... The GameBoy's was actually the highest selling one, although the recent release of crossconsole MMORPGs will probably change that in time). ~SDC~
[quote]Does anyone know if or how the following tech boni available via GalCiv Writer mods affect the game: Cabinet, interest rates, crime?[/quote] Interest rates is used in base GalCiv. It's effect is to reduce the cost of lease payments when rush building. [quote]The following tech-boni do not seem to function if used in custom-made techs (they neither appear in the tech summary screen nor in the stats screen): Hit points, loyality, gouvernment, luck, courage, cr
I'd have to check again. The last time I used GC Writer, it crashed trying to change techs or improvements (array bounds overflow). It should be able read the English.STR entries for Logistics just fine. I'm not certain if the attribute can be added to techs or improvements. I seem to recall that was a selection dialog on one of the two, not text entry, and might not have an entry for Logistics. ~SDC~
[quote]Someone on this forum is sending me a regular supply of viruses. They are also using my address to send others viruses.[/quote] It's not someone from here. An unusually clever virus picked up various Stardock addresses from email correspondance various people's address books, from news postings in news.stardock.com (this is where the one claiming to have come from the 'prospero.stardock.com' domain originate), and from the Google Groups archive. I know of one virus
[quote]2 May the crew do the good (alignmentwise) a favor and allow to create events that allow a positiv value for the good choise? I would like to add the posibility to reward good players, not only punishing them for playing good instead of evil[/quote] Limitation in GalCiv itself, and an intentional one. Good is the path of difficulty (cf. various biblical passages, particularly 'the wide and easy road' leading to Hell). The rewards of goodness lie in the end results, not the m
[quote]ie: you can buy a 500 BC module when your BC total is 1-499 BCs. Only after your total BCs is negative does the message popup saying that you don't have enough money to buy that module[/quote] I believe this is intentional. That's how it works with rush building and terror stars, too. ~SDC~
The minors universally have some degree of Loyalty, and their planets usually have their own local sources of culture resist. I've had games where either the I-league or the Fundies were around for 100+ years. Yes, I've had games run on past 2280. Some mods almost require it to build anything (one of the early mods, for example, had a few 'alternate universe' style techs and one of the wonders from that tech required over 60 turns to build on a class 1318 planet while running 100% soci
[quote]You can create a random map and change the homeworlds to class 300, but you can't start with class 300 homeworlds and then generate a random map.[/quote] Generate the random map, then remove the olds homeworlds, clear out an area or eight somewhere and place the homeworlds manually. [quote]If you were really going to do that, you might want to give the minors class 1000 planets to start, or huge racial abilities.[/quote] Unfortunately, this isn't possible right
[quote]However, it is perfectly okay to say, "That lastest was the hardest exam I've ever taken."[/quote] Actually, this is also wrong. The word you need here is 'latest.' ~SDC~
[quote]Missions 3 and 5 would not end for me, because the Altarians took out the opponents by flipping their worlds. Apparently this didn't meet the victory conditions, even though there were no more enemies on the map. [/quote] This worked fine for me (in 1.49k). I haven't tried it in 1.49m yet. ~SDC~
The actual directory is unimportant. That is the proper location for a default installation of the retail CD, incidentally, and both SDC and the retail installer allow you to change the installation directory (although SDC crashed trying to change AP's install directory during AP's initial beta release. ~SDC~