[quote]I think that the AI should decomision ships too. It would stop the "poison gift" scenario of giving enemies free ships and would stop AI players expecially minors from clogging up systems with useless ships. They're also needs to be some kind of relitivly cheap defense satalites that have no mobility but a powerful defense, a sort of improved late game battleaxe to offset the power of stuff like overlords. [/quote] The Proton Mines in one of the mods might be of service. The Mk
Arturus Magi
[quote]Yes, I did. Copied and pasted directly from the email. It says the number is invalid.[/quote] If you copied and paisted, make sure there's no spaces at the end. Windows likes adding them as padding sometimes, and they trip up the serial check, or at least they used to. Also, there was a bug about two days ago where everyone was being refused. ~SDC~
CTD I got a few minutes ago in the middle of the AP campaign scenerio 'Of the Mithrilar.' Integer Divide by Zero error just after I hit the turn button. I have a few mods with negative boni from the attempt to create improvements with mixed boni and penalties by someone back around GC 1.04, if that might have something to do with it. Stardock SmartException Logging Information ------------------------------------------- OS Version : Windows XP Video Card : Int
[quote]If you have the Knowhow to give SDC a resume feature please implement it for the sake of all dialup users you want to keep/get as customers![/quote] SDC has always had a resume, although it has a few quirks (it doesn't always estimate the total to download correctly when resuming and it deletes other partially downloaded installs/updates, if any, when it completes an installation or update (this is making it difficult to reinstall the multimedia on my new computer...GalCiv and/or
[quote]But, like this thread says, if you want to scrap a lot of them it's easier to just give them to someone who won't use them against you. [/quote] Assuming they're lower class than your ships, give them to someone who will use them against you. Free experience for your fleet, if you excercise a bit of caution; delay the eventual war a little bit longer via diplomacy, and recieve some cash or other benefit from it; and load your enemy down with more expenses in the mean time.
[quote]The Force of God mod also can help with invasions.[/quote] On that subject, is the Force of God supposed to have a build cost of less than 3, or is my copy bad?.... ~SDC~
Err... yes. 'Logistics' :sniff!: ~SDC~
[quote]is there a way to get AP to run in window mode like GC... -w suffix?[/quote] Same way as stock GalCiv. Link to galciv.exe -w. ~SDC~
[quote]Really? I thought (from something Brad had said last year) that each event had its own rating as to how far it would move you either way. For example, the "worms" event (or whatever it is) that can change planet quality a lot, affects your good/evil alignment more than the one that has you discover smuggling and just costs or gives you cash.[/quote] It does, but the value is also altered by how much of an effect it has. An event that offers +6% Espionage will change your alignme
[quote]After uninstalling and reinstalled the game, I can no longer research the techs. [/quote] The mods were deleted when you unistalled. Reinstall the mods (in the mods/* directories instead of their old directories) and make sure all the mods with prerequisites in other mods have their prerequisite mods (the Nanotech mod is the only one I know of to which this applies, and it's prerequisite is the Advanced Terraforming mod). ~SDC~
It should also be noted that there isn't really anything that needs to be updated. Except for the addition of the Loyalty attribute, all the changes in the updates since 1.06 or so have been transparent to GC Writer. GC:AP worked with it 'out of the box,' so to speak. ~SDC~
[quote]However, 1) I cant see how to change planet quality.[/quote] Once the star is in place, select the star. There should be a bitton right hand side of the window to create planets, and selecting an existing planet should allow you to change its class. The value for both a planet that's been selected and a new planet are entered in the field at the bottom of the list. ~SDC~
The corvettes from that event aren't standard Corvettes, I think. They usually do seem to be more powerful than normal for whatever race holds them. That said, do keep in mind that the Drengin lean heavily towards military. Most of their systems will have Starships up as high as possible. They will have a high Attack ability, and Defense is usually fairly high too. Always expect Drengin ships to fare much better than most races vessels would. Also, four mods on a starbase d
[quote]I always have been curious why the party bonuses as described in the manual differ for almost every party in the game itself.[/quote] The manual was originally written before the GM release eight months ago, and GalCiv has had regular changes since then. Parts of the manual were updated, and parts of it are still in pre-release state. [quote]A simple solution IMHO could go either direction with the points themselves-make the 1st string abilities cost more points or make
[quote]The game supports 98SE but the editor doesn't[/quote] I don't know about 98SE compatability, but the editors do have a higher DirectX requirement than GalCiv itself does, which could cause problems via driver compatability with DirectX9. ~SDC~
[quote]Hey, while I'm thinking about it, here's something I was wondering about and haven't had a chance to test yet... what exactly is the effect of the 'Starship' ability? Which stat(s) does it add to?[/quote] ATT and DEF of starships built at that planet. It doesn't seem to be a direct improvement (that is +33% Starships doesn't cause a 33% increase in ATT and DEF), but it does work. Starbases do not appear to carry over the 'home planet' of the constructor that built them,
[quote]Really? I was under the impression that they were separate... that the Trade ability boosted your trade income, and the Economics ability only affected your tax income. [Edit: Or are you just getting at the idea that planets with a larger tax base generate more trade income?][/quote] Trade and Economics are seperate. Local trade and Economics_Bonus are not. Local economics is not Economics. The Economics ability only affects tax income (that is to say, populatio
[quote]Not actually a bug, but interesting AP uses the mods form my GC-standard installastion, on an other drive! Why is that so?[/quote] So that they don't have to use up 400MB on an entire second copy of the GalCiv files, most of which haven't changed between AP and GC, they read in all the files from the GC directories, then all the files in the AP directories. The instances in AP override those in GC, so that things that have additional semantics or altered design in
[quote]The same summary screen also keeps telling me that I'm falling behind in tech, even though I seem to be pretty far ahead, although that's harder to judge.[/quote] GalCiv compares your tech to the total tech in the galaxy, not to any particular race's tech. You cannot get any better than 'Doing OK,' which happens if you greatly outpace every AI in the game, major or minor. The more races that have been generated, whether or not they have later been destroyed, the farther ahead y
[quote]Logistics is the worst offender here, because of how it works, but other bonuses could easily get just as abusive.[/quote] I've seen that in practice. During the beta test, anomolies were cumulative, not additive as they are now. I had soldering up to +3000% without any improvements or soldering tech at all once. [quote]All in all, it just doesn't seem doable, although I admit to being mildly disappointed myself to discover that I couldn't add in more reasonable ones (
It's possible to get a class 26 up to 58, I think, without the Precursor Terraformer event, but it requires that you get every terriforming option available, including the +7% PQ pick (+5% works if you use a political party mod with +PQ), and get the Life Force Artifact colonization event for the max +50%. If you use all the currently available terraforming mods, get both the Artifact and Terraformer events, play the one library political party mod with +PQ, and use the few tech mods wi
[quote]Thanks! The thing is that i have mods. Does the archiving, backup your mods as well as everything else?[/quote] No, it doesn't. Just the files in the download manifest are archived. ~SDC~
[quote]A way to print a full tech tree (including Mods) would imo be a value tool to troubleshoot and tweak custom mods.[/quote] Right now the easiest way to do this is to load the files in a text editor and print them, which isn't much of a solution. I'm working on an OpenOffice macro to read them in and create a sorted Calc sheet, but that has other issues (such as the need to download a 60 MB office suite). ~SDC~
[quote]5. treasury cap at 25,000 BC ?You get slight penalties above that value. (Did anybody see the "crime fighting ability" mentioned in the economics document from Brad?) [/quote] This isn't actually implimented yet, and the ability does exist, it just isn't currently used. Abilities called Government and Cabinet also exist, but do nothing. The basic idea was that one reduces the chance that you'll lose in senate votes, and the other in elections, IIRC. As was noted, it's
[quote]Are we supposed to be able to see alien starbases on the minimap when they're out of sensor range? Because I was able to see them until I had to reload a saved game, and then they dissapeared[/quote] Resource starbases are always visible on the mini-map. This is Working As Designed®. Other starbases remain visible if you've visually spotted them once. This, I think, is a bug, although it makes sense. Starbases have a tendancy not to move very much. [quote]- when copy