After having a nice problem with installing a bunch of the mods from the library and having them stop my GC from running, I decided to reinstall to get the original data files. Well, I was able to figure out which particular mod was causing the problems, but now I've got no resources or starbase modules. Both the GCResource.RESOURCE & CoreModules.SBMODULE are perfectly normal and haven't been modified at all, yet I can build nothing on my bases, and there are no resources in my galaxies. <b
JesusOfBorg
Hey, I missed it to, and I made the stupid thing. ;)
...so I can replace it with a zipped copy. The problem with it is because it says it's zip, but it's really rar. Can one of you guys remove it please?
It's in the Library now, so you can all go grab it, and enjoy it's features.
If you can make this, I'd download it. :)
I LOVE YOU!!! :)
It's a rar file, not a zip, and I'm trying to get them to rename it or remove it so I can send a zipped copy in it's place. Please be patient.
I don't use winzip, cause it's a tool of the devil. :) I've always used WinRAR, but they only allow you to u/l zip files here, so I renamed them. I forgot that the compression methods weren't the same. I've sent FrogBoy an email asking him to change them for me when he get's a chance.
1. Well, if you want the switch option, it'll have to be added in an addon from StarDock. If you just want to remove them completely, I'd try deleting/emptying the monster.ship file in the Data dir. Always make a backup first, though. 2. This would require modification of almost every existing event in the CoreEvents.event file. I'm sure that not all the events have screw you over if you choose the good option, but usually the good side has it harder then the evil side, that's why evil
Lower your research spending. That'll slow it down real quick.
They gotta check the mod out and make sure it works first. The submission page says it takes 1 day, but it took 3-4 for my CryoPrecursor mod to get added, so it could be a couple days.
Well, for those of you that really wanna cheat, I can't tell ya how to hex-edit your savegames, but I can point you in the direction of a trainer. I recommend "Trainer: +4 by iMSDOX". ;) http://www.gamewinners.com/DOSWIN/blgalacticcivilizations2003.htm
One more thing real quick. There seems to be a slight problem if you use this mod with a pre-existing savegame. I'm not 100% sure you'll get the same bug I got, but I wouldn't recommend using this until you start a new game. I think the problem might be related only to my savegame, since I was using it to test the mod out while debugging it, but I could be wrong, so if you're gonna try it with a pre-existing save, you do so at your own risk.
For those of you who saw my post about this on the main forum, and also for those who have no idea, I've been working on a new mod to increase the TerraForming technology branch, so those nasty little planets that you can't use, can now be colonized and even turned into a pretty nice place to live. Well, after several hours of fixing, editing, and fixing again, I've got it working, and have uploaded it to the library. This'll be the biggest mod sofar, atleast that I'm aware of, as it a
The unique tech and ships might be a bit difficult, as all races have access to all ships & tech, with the only limitation being that of alignment. It could be possible, but it's probably gonna be very hard to do.
Yea, sorry about that. I'll have to ask FrogBoy to fix that for me.
With me, it was 3-4 turns after finishing research on Final Frontier, but it was also my last tech cause I wanted my empire to be all-powerful before we became energy beings. :)
Yes, I'd like to see the cutscene also. :D
Yes, it's actually quite easy to modify the existing files, or to create new ones, although I have run into a snag with my "Enhanced Terraforming" addon that I'm currently working on, but I won't go into that here.
You have to have the Alliance technology to ally with them. When you've got that, butter them up real good, and you'll see it in the window as an option.
I've sent them to you, hopefully you can figure out what's wrong with them.
You could always sweeten the peace deal with some money or technologies for Race 1, and ask them to attack their ally. :D
Ok. I figured I'd ask him before posting them there, since they require his addon to work.
I had an idea for another addon, one that would give you 2 more Terraforming technolgies to research, eventually allowing you to colonize just about any planet and turn it into a livable world. The problem, is I cannot get them to work no matter what I try. They keep crashing my game. Anybody with experience making those .tech and .imp files, I need your assitance. For the .tech files, I've tried changing the Tech_Catagory, the ID number at the top next to it's name and the Tech_Require
I hate having to talk to people through forums like this, but I couldn't find an email address to talk to you directly, so here I go... I've made a couple addons for GalCiv, 2 of them being a new Technology and a new Planetary Improvment, both of which are based on your Smuggling addon. The Technology is "Piracy" which gives you another trade route like your Smuggling one does, but it also allows for the construction of a Black Market on each planet, slightly increasing (by 5%) most asp