Sole Soul

Sole Soul

Joined Member # 2990073
5 Posts 905 Replies 1,124 Reputation

I believe the point has already been made that GCII is a 32-bit program. As such, even if the 64-bit OS will [B]allow[/B] it to use up to 128GB (in fact IIRC this becomes an operating system limitation rather than an x-bit limitation, but I don't really remember too well), the program itself simply isn't [B]capable[/B] of it. If I'm wrong on that, I welcome anyone who can explain why I'm wrong to correct me, and perhaps we'll have a solution for you. But that is my understanding of it

20 Replies 17,384 Views

Well, I get a String Not Found when I try to have it affect my own ships' sensors, so I'm not even going to try getting it to affect enemy ships. Based solely on what the name is for the ability of -speed for enemies, I have no idea what the name for -sensors to enemies would be, if it existed. But the capability is there, and it's probably 6 lines of code. I'm probably underexaggerating, but still. Not to devalue anything you guys at Stardock do, but it seems doable to me, and I'd l

16 Replies 9,083 Views

The tech itself provides a +5% racial hp bonus. It [B]also[/B] unlocks the [B]component[/B] Arnorian Battle Armor, which provides the +6 armor you see, on a component basis.

5 Replies 4,696 Views

Given that you can have starbase modules that decrease the opponent's speed while in the AOE, I'm not sure it's -that- much of a jump to have such a module on a ship, and it's definitely not a jump (or shouldn't be, anyway) to have it affect sensors. A check may need to be added to specify that it's ship sensors and not racial sensors, which would be something that would need to be coded in, but still. It's not nearly as farfetched as you appear to think it is. It's amazing wh

16 Replies 9,083 Views

In an effort to verify my initial claim that DA's constant is 26 rather than either the 24 or 20 the wiki specifies (and with no disrespect meant for the work you and others have put into it, on this or other specifics, Iztok), I am now finding that for different tax rates the constant appears to be different. This is in 1.80g (not 1.80e, and it's not a fleet/movement bug either, but thanks), and I still have yet to do the mini update that was put up a few days ago to, in essence, test

20 Replies 11,587 Views

Try using it 3-6 times in succession (in DL). You'll get it. - Do I need to Ctrl+N that much? No. Should I? Nah. Do I sometimes want to test exact values with specific tiles? Yes. Am I the only one? Maybe. - Just tested on a gigantic all abundant in DL and got it in 6 Ctrl+N's. Doesn't happen within 20 even on Tiny in DA, two separate tests. Debug from DL: Debug Message: Galaxy Size Set: 18 x 18 Debug Message: Creating

4 Replies 2,723 Views

[link="https://www.galciv.wikia.com/wiki/Difficulty_level"]Also[/link] production/research/miniaturization/sensors on maso+, not to mention, IIRC, more customization points. But no, it doesn't cheat. It actually plays -exactly- by the rules, which is something the human player isn't limited to. See all labs/all factories/etc, which is by far not the only example, but probably one of the best. I'm not calling that cheating, and most people don't think it is-though some do. The simple

22 Replies 8,128 Views

[quote]I dont know if its representative - if i understand the system correctly, then only the sum of scores of one race was compared. If more players used one race than another it would result in higher score for that race. That does not necessarily mean this race is better - it just means it is more popular. Maybe one should use averaged scores of races to get a representative picture?[/quote] I was just going to mention the same thing. Admittedly, factoring difficulty levels

32 Replies 40,600 Views

I was under the impression a long double wasn't actually larger than a double, even with the extended precision, but I don't remember where I got that from. Initially it seemed to logically be the case that it was larger, but somewhere along the way some source managed to convince (and I use the term lightly) me otherwise. I've just never had a reason to use them, though, so I never bothered knowing. Serves me right, I guess. Hopefully that will be large enough. If it isn't, well...

5 Replies 15,324 Views

I managed to figure it out-I was using a compiler I wasn't used to and just forgot to look somewhere I normally look. I did manage to discover that at least at present I'm not exceeding the limitations of a double. I'm still curious if there's anything larger than a double that I can use for mathematical operations, though.

5 Replies 15,324 Views

[quote]A quick thought here;Have any of the previous rounds tried using one initial saved game file for all the people playing on DL and a different one for all the people playing DA? I don't understand if the Metaverse would pop up a cheat flag for that, but if it doesn't it would make for an interesting round. People would be able to compare their strategies in a more "apples to apples" fashion if it could be done.[/quote] My understanding of how the MV works is that only the person

433 Replies 155,927 Views

I love it when I take a planet that's building a tech capital (note: already built is nice too, but in build queue is preferred). At that point the planet is fairly useless anyway, but it just feels like so much of an accomplishment. And, at least in theory, they should still be able to build it somewhere else, as they no longer have a planet with one/theirs on it. Yay! More tech capitals! I've always been a little curious about influence as it relates to tourism, but given

433 Replies 155,927 Views

@FB I've been toying with the idea of Yor Super Breeder with the Korx homeworld(s) myself. You heard me, Korx. You (and everyone else) are welcome to share their thoughts on that particular choice-or the other ones, too, I guess. I keep on being victimized by a rounding error that's extremely difficult to track down, though. I've sent in a couple of savegames to Cari but I'm not expecting anything-I can't even always duplicate it, though I can reliably do so, and the cond

433 Replies 155,927 Views

So I'm writing a program...or actually just wrote it, and managed to find out it's bugging out on me. C++, as the title says. Long story short, it's generating a value that is too large to fit inside a Double. This is all well and good; it's generating, as far as I can tell, the value it's supposed to-I don't have the time at the moment to step through it until it hits that limit, or I would. In any case, the simple fact of the matter is I'm performing mathematical operations and

5 Replies 15,324 Views

I use [link="https://forums.galciv2.com/?g=recent&p=1"]this[/link] for recent and have yet to encounter the gremlins.

7 Replies 17,417 Views

[quote]This old argument again?To all those complaining about Mega Events being too powerful or otherwise "game killing", I would recommend that you read this post which I feel properly addresses the matter.Further, anyone who quits a game early has no business saying that a mega event made it so they couldn't win. The only thing keeping them from winning is the fact that they are a quitter, and they had better get used to that disappointing feeling because it will follow them until they learn

38 Replies 26,784 Views

First turn, haven't made a ship, haven't launched a ship, nothing fancy. New game, no cheats. Nothing built, sliders not touched, nothing. As for the rampant Ctrl+N'ing, I was tile searching to test something. I find I'm testing many things lately...so I guess I'm bound to find a bug here and there. I'll be happy to test this with DA & TA in a moment-we'll see what happens. Tiny galaxy, if that's at ALL relevant (done mostly to minimize loading time on a Ctrl+n'ed g

4 Replies 2,723 Views

I was going to say... Iconia gives a 10% research bonus, which applies as though it were a racial bonus (this is why rings/moons are valuable early on, but become essentially worthless if you do an economic starbase array, for instance). Further, PI (Planetary Improvements, not Planetary Invasion) gives +10 research/social/military. This brings Wyndstar's total to +50%, or +60% if he researched P. Imp. (Wow, that looks suspiciously like another word...) first/early, leaving on

433 Replies 155,927 Views

I'm getting an odd bug where Ctrl+N'ing multiple times is crashing me to desktop in DL 1.5. This isn't the test update that went up a few days ago, assuming there was one for DL-haven't checked for updates yet. Error code is GALCIV2 - 0x64cdb4 and I've gotten it twice in quite literally the last 5 minutes-and it only took me that long because I'm doing other things concurrently. I've submitted the first exception SmartException generated and I'm tempted to submit the second bu

4 Replies 2,723 Views

All I want is the ability to disable the speed restriction event. I'm fine with the JK taking half my planets, I'm fine with the Peacekeepers showing up with fleets of 20 ships packing 400 attack/1400 defense a piece (that specific example actually happened in one of my games, and I just so happened to be massively in debt at the time, too), I'm fine with mega pirates, I'm fine with the Dread Lords showing up again in my current game, after the AI has killed them once, I'm fine with the AI touc

38 Replies 26,784 Views

As soon as you said Australia I knew what was going to happen. For the love of God, man, don't let anyone have Australia. Incidentally, my name is Alex. ;) [/offtopic]

9 Replies 6,183 Views

I can't believe no one has reported this yet, but I'm honestly not sure what keywords to use to search for it, and as the search function doesn't return a respectable number of results anyway, for any query, I doubt I'd find it. Anyway. Running through a game on DL 1.5, I find something I don't recall seeing before. I can put a Troops Module and a Colony Module on the same ship. I managed to bug that game

0 Replies 1,621 Views