HawaiiFive-O

HawaiiFive-O

Joined Member # 635822
0 Posts 0 Replies 138 Reputation

[quote]So, to summarize, I don't really see it as a bug, per se.[/quote] You are absolutely 100% correct. In my zeal to get it changed, I have mis-labelled it. It is a design decision I disagree with, not a bug. I agree that within the context of the original game design, the decision to make GoodValue/NeutralValue/EvilValue behave the way they do makes perfect sense. However, modding is about shaking things up. Limiting the Values in this way limits our opt

25 Replies 3,811 Views

Duglis' original link pointed to the 'pending submission' link. The event is now posted in the main Library, hence why the submission link is dead. Page 2. And quite a good one too. I like all of Duglis' events. That darn Space Vampire one was a pain in my side my last game. It was like a plague of Vampires- must have cost 2500 to hunt them all down. I got this event like 3 times in a row. This was in the expansion phase, when I don't have 2500 BC to spare

10 Replies 1,750 Views

[quote]I suppose that it wouldn't be really hard to add code to link the moddable events.[/quote] Please, please, please, please, please! With sugar on top. :) I was really hoping this would be added to the X-Pack... :D ~SDC~

4 Replies 1,830 Views

[quote]You can also have a zero value for being Good. I'll have to check on it not letting you have a positive value, though. I've fixed the PQ penalty bug. There was code in there that wasn't letting a PQ bonus drop below zero. [/quote] True, GoodValue must be less than or equal to zero. EvilValue must be greater than or equal to zero. If you can change this that would be fantastic! PQ Penalty bug, haven't tested it in 1.05 yet, will do tonight. Thanks for the update! <BR

25 Replies 3,811 Views

No, you did not misunderstand. Currently GalCiv locks you into a negative value for GoodValue, a positive value for EvilValue, and NeutralValue can be either. I wish they'd change this, but there's been no word yet. The PQ thing is a little different, that's a separate bug. The negative PQ for GoodValue should work but it does not, making the 'Worms' event look a lot scarier than it actually is. ~SDC~

25 Replies 3,811 Views

[quote]Didn't realize it would make you go back to that again... sorry... see my technical ignorance is showing[/quote] I wouldn't worry about it too much. After rewriting it 5 times, the 'plumbing' is sound, and I have the slotting code for one landscaped 8.5x11 sheet saved (current slotting is for 2 8.5x11 sheets side-by-side). I'll just have to modify it. I think I'm going to try and kick out the first version without this, and then revisit it afterwards for the next versi

10 Replies 1,975 Views

[quote]but you have to figure - your worst day at designing games will always beat your best day at a "real" job [/quote] True. :D [quote]THANKYOU for all your mods!!! [/quote] You are very welcome! Just glad someone's using them. ~SDC~

16 Replies 2,907 Views

[quote]Really appreciate what you've done for the community and over at Poly.[/quote] Thanks! [quote]As for 2 weeks? Better get crackin'.[/quote] You know it. ;p [quote]Are you nuts??? When do you get to sleep, man??? [/quote] Actually, I'm wasted today. Played GalCiv til way past my bed time last night. But I tell you, those Yor had it coming... [quote]I'm in.[/quote] Cool

10 Replies 1,975 Views

Come on over to the CDG forums and post them in this forum: http://www.cdgroup.org/forums/tbs/gc/viewforum.php?f=6 You'll get some feedback and when you are comfortable with the final form you can post it in the Library. Hope to see you there! ~SDC~

35 Replies 6,211 Views

Here's the new program I'm working on. It's a Dynamic Tech Tree Generator. Ever wanted to make your own tech tree? Wanted to specify exactly what *you* want to see on it? Wanted it to reflect the techs you've downloaded and techs you've created? Well, soon you will be able to with my new proggy, the GalCiv Navigator. Expected features will include: 1) Tech definitions are read from your hard drive. Anything you add will be reflected in yo

10 Replies 1,975 Views

I can serve as the technical judge- i.e. will this mod behave as intended by the author in-game. ~SDC~

2 Replies 1,947 Views

@Parable: Rustyblade dug up a good freeware program about 2 months ago. Here's the link: http://www.galciv.com/forum.asp?BID=GM&id=41556#42473 Give that a swing, I hope it does what you need it to do. @JByTheWay: As always, all very good points. The key would be adoption by the modders, of course. Some of the dynamics of the GalCiv modding community vs CTP2 are a little different- smaller, more numerous mods, less centralized, and still growing. The central thrust of your

272 Replies 27,424 Views

No worries. :) The data files are full of stuff like this, looks like it's going to work but it winds up not working. I also enjoy the ever-fun CTD/debug.err hunt to figure out which file did the crashing. Have fun modding! ~SDC~

5 Replies 1,570 Views

Well, I wrote the Writer so I'm naturally a little defensive, but to say the Writer is not an editor is a *little* dismissive. I view it as a productivity tool. I have a lot of experience with the text files, and the Writer reflects that. I've tested what works and what doesn't, and if the Writer doesn't let you do something, it's probably for your own good. ;p But of course I understand its not for everyone. ~SDC~

35 Replies 6,211 Views