[quote]Yes but the ai doesn't know how to play drastic changes mods. [/quote] That depends on the exact nature of the change. I don't know if it would handle a hit-and-run ship, but it does seem to make good use of the Plasma Mines in the library now as a defense. ~SDC~ [Message Edited]
Arturus Magi
[quote]I have one point and one question: first it's terror star [/quote] He's talking about MoO2, where the largest is called Doom Star (comes from the tech Titan Construction, IIRC. The default class name for the first Doom Star outfit is usually Excalibur, in my experience). ~SDC~
[quote]-Have very different range/speeds. For instance, provide a ship with speed 10 but low attack stats at some branch in the tree.[/quote] You could do this quite easily now, it's just not pre-designed. This is part of why GalCiv is easily modable. Then again, I did have an idea for something that would require significant changes to the underlying game to support.... A play off of the note that Altarians apparently have supernatural powers: a tech mid-way through the tree
[quote]The monitor must be putted on adn after that on and the displays turn on to normal.This must be down X times in the game![/quote] If resetting the monitor fixes the problem, that strongly suggests the problem lies in either your video card and drivers (are they up to date and do they work with the version of DirectX you have installed?) or your monitor (trying to use resolutions beyond what it was designed for can permanently damage a CRT monitor). ~SDC~
[quote]What is it. What does it do. Why was it running on my machine. Thanks![/quote] The Stardock Master Control Program. It's installed as part of the Stardock Central client program. It's eventual (advertized) purpose is to bind most of the interfaces used across multiple Stardock programs into a single executable so that there aren't five ar six copies of the same code running for people that use a number of SDS programs. Right now, only DexktopX and ObjectBar use it, so
[quote]+ a tactical battle screen like heroes of might and magic where ships can be arrayed when fleets meet + a deeper, more strategic AI that combines large fleets and sends them on multi-year deep strike raids into the inner ring of the opponent's area[/quote] They were specifically trying to avoid this because it tends strongly to lead to megafleets that kill anything if they get first attack. (I know I did this alot in both MoO 1/2 and HoMM. It's the only way to get past
[quote]if they don't cheat, how can a minor build diplomatic translators on the second turn -- do they start with diplomacy and go mega-deeply into debt?[/quote] The exact stats for minors are not documented, but they are known to always start with a high-class planet, which tends to make them an early tagret, so they also get some bonuses to make it harder to get rid of them on the first couple of turns. They never expand much, though, so they are quickly overwhelmed by the majors unl
[quote]You can create one if you use the program created by Hawaii5-0 and you could post it in the Library for anyone to download.[/quote] Actually, as far as I know, you can't. A starbase inherits it's stats from the constructor it was built by, even though there is a seperate SHIP entry for it. That would seem to imply that even if you gave a starbase movement, the game would override it. You can create a ship that looks like a stabase, but it wouldn't do any starbasish thi
[quote]However, for some reason the seats taken by the Jedi Council party do not show up in the parliament view. Instead, the seats occupied by the other parties show, but the Jedi seats are completely missing (looks like they were torn out of the parliameent. Maybe the Sith ....?)[/quote] If the parties are not numbered sequentially without breaks this can happen. There also appears to be a limit of 30 parties, although this may have changed in 1.10. ~SDC~
[quote] Ahhhhhhhhhh chocolate, now I know what you mean [/quote] Exactly. I've never met a chocolate I didn't like. ~SDC~
[quote]The abandoned terraformer anomoly is an library mod.[/quote] Which is why I specifically mentioned it in a paranthetical note starting 'With all the library mods installed.' The Terraformer I was referring to the first time is the Terraformer wonder. ~SDC~
[quote]//------------------------------------------------------------------------ SHIP SpaceShark //------------------------------------------------------------------------[/quote] It looks like that should work as is... Tech 999 is ImpossibleTech. That was done so you couldn't build them yourself. ~SDC~
[quote]In 1.0, Excalibur tech is missing from the tech navigator.[/quote] This isn't new. The tech navigator currently only finds techs in GCTech.tech. The Bonus Pack and Expansion techs, and tech mods won't appear in the navigator. You can open the navigator to any tech, but you can't navigate to any that aren't part of the base game. ~SDC~
[quote]I always start my games with the same settings - production, research, economy, etc. It is a minor hassle to reset them from the default each time I start a game. Is there a file somewhere that would let me set the initial tax rates, research project, earth's production, etc. so that I didn't need to change it for each new game? -Scott[/quote] The game normally uses the last game's settings as the default for a new game... Is your perfs.ini file locked or marked read-only, perha
It depends entirely on you game (and whether you have any mods installed, for that matter). Assuming the base game and no events, it's possible to get that planet up to class 15 after terraforming, but you'll need to get the Terraformer wonder to do so. With events, it's concievable to reach class 19 without the Terraformer or class 21 with it. (With all the library mods installed, it's possible to hit class 30-some without events or the Abandomed Terraformer anomoly.) <B
Strikes me as somewhat ironic to see the name Kyp Durron with an angelic icon.... ~SDC~
[quote]Actually, most of the coders don't abuse caffeine too much (except Cari, who can't live without Mt. Dew).[/quote] I still don't see how anyone can live without Mt. Dew.... :D ~SDC~
[quote]Noticed that occasionally after a UP vote that everyone's influence is set to zero. If I save and reload it sorts itself out[/quote] Working as designed. Your votes in the UP are the net sum of your per turn influence. After a vote, you have to reaccumulate more votes. Incidentally, saving and loading should cause similar spikes. The cultural influence data isn't saved because the formula's recursive nature makes it difficult to recalculate without data going back a si
[quote]* An end to the penalties tied to submitting losses. Since players can avoid those penalties by simply choosing NOT to submit a loss, there is nothing gained to anybody via these penalties, and much is sacrificed. If you are "stupid" enough to be more honest/open with your actual results, your score will suffer. There ought to be a way to design this better. * An end to penalties for playing on smaller maps, so that the "real competition" is not limited only to the largest maps. Es
[quote]does anyone no why when you create a new module that requires a certain technology it doesnt show up under 'modules' on the tech summary. ive done the same for a .SHIP file and it works perfectly, showing up on the tech summary. thanks in advance.. [/quote] SBModules have to be sequential. If there are any gaps, it won't work. They also used to have to be numbered lower than the BOOKEND module, but I don't know if that is still the case now. ~SDC~
There's still a bit more than two weeks of October left. ~SDC~
[quote]I think that this system would be the most accurate and honest, this is the system that I would real like.[/quote] Is it really accurate to say that people who start games and force themselves to lose as quickly as possible are better players than those few masters who can handle Maso AIs in Gigantic galaxies? That's a very easy possibility if you remove the number of games from the equasion. It's quite possible to make the only delay in how quickly you post scores dependant on
[quote]I've noticed that all the planetoid anomolies are always space sharks.[/quote] There were three different 'planetoid' anomolies last I checked, although there is only one in the unmodded game with the green planetoid image. ~SDC~
[quote]I seem to have the same missing excalibur problem that's been reported. However, it doesn't appear to be related to the bonus pack? I still have AMMs (which someone else mentioned they didn't have any more either). I didn't really notice because I rarely play the game that far out anyway, but the last game I played I did.[/quote] If it's just the Excalibur that's not working, the .SHIP file could have been corrupted somehow. Try posting a copy of the entry in the .SHIP file (bon
[quote]What I'd really like to do is burn this to a cd (permanent resource in my game box) but every time I try putting the content in a different place (directory or cd) all the links are broken.[/quote] You need to change the links to point to the new locations. If you have access to GNU tools or a Unix system (or can download and install Cygwin http://www.cygwin.com ), you could try using wget to pull the site, it will make the changes automatically. I'm not aware of any other Wind