HawaiiFive-O

HawaiiFive-O

Joined Member # 635822
0 Posts 0 Replies 138 Reputation

I didn't download these yet and test them fully, but at first glance there is one major problem with them. Pol Party IDs must be below 50, otherwise they won't work properly in-game. Good concepts though. This'll be easy to fix for you. ~SDC~

5 Replies 1,570 Views

All that makes sense. The big issue I see is who defines what files comprise a mod- the modder or the moddee? If it is the modder, then the program would only work for mods where the maker invested the time to build this list. The program would support creating this list to make it easy as possible, but they would still have to a) take the time, and b) know the modswapper exists. If it is the moddee, then it behooves the user to open the program, point it at the mod files (in

272 Replies 27,423 Views

It's no trouble at all. In fact, I've already done it. Visit the home page, under Latest Updates you will find the v.1.2.3 installation package in two floppy disk sized pieces. Simply unpack the zips onto two disks and run Setup from Disk 1. You'll be prompted for Disk 2 at the proper time. Have fun! ~SDC~

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Thanks. I'm just hoping Stardock gives me more work to do with the X-Pack. ;) ~SDC~

272 Replies 27,423 Views

Hmmm... I might be able to break up the install package, such that it would fit on 2 floppies. I'll take a look at it tomorrow when I'm at work and I've got the computer lab's resources available. For now you'll have to use Notepad. ;) It's good practice, though. ~SDC~

7 Replies 1,795 Views

If you don't want to do it by hand, you can also use a program I wrote to edit the Tech files. You can find it here: http://www.ctuit.com/bill/galciv.htm Good luck! ~SDC~

7 Replies 1,795 Views

I have posted version 1.2.3 on the website: http://www.ctuit.com/bill/galciv.htm This version releases to the public the last two editing screens, Improvements and English.str, along with a few more enhancements. I finished the list I detailed one post up. Sorry for the delay, real life intruded pretty heavily into my GalCiv time the past two weeks. Thanks for your patience and I hope you like this latest update! ~SDC~

272 Replies 27,423 Views

I'm not sure. I've never seen it mentioned that UP votes affect relations, though in retrospect since the AI is inclined to 'butter up' a friend (and potential ally) when not in dire straits itself, perhaps they do. The human is not beholden to remember the buttering up, but I can easily see where in AI to AI relations such a favor could be remembered and factored into future relations. It would be cool if this is implemented. Does anyone know? ~SDC~

12 Replies 353 Views

UP voting is a little more sophisticated than just vote for yourself or an ally. Here are the constants: 0 = Randomly vote 1 = Vote high if winning 2 = Vote high if losing 3 = Vote high if of Evil alignment 4 = Vote high if of Good alignment 5 = Vote for an enemy, or random civ 6 = Vote for a friend, or self 7 = Vote self if losing, otherwise friend I believe the UP Issue you are talking about is UP Headquarters, it grants 50% Influence bonu

12 Replies 353 Views

[quote]There is a huge difference between adding in an event file and cheating. If it is a balanced mod that does not enhance your score but merely your experience then it just as fair either way.[/quote] Completely agree. I don't agree with the 'modding = cheating' perspective. Sure, some people mod to cheat, but please don't lump everyone into that category. ~SDC~

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[quote]but the algorithm in use isn't linear[/quote] Interesting, that. [quote]I set it to 30 x the normal cost[/quote] Woof! I slow it down too, but not that high. :) [quote]tech advancement is adjusted for galaxy size[/quote] 'Tis. I don't believe it is for # of habitable planets, though. [quote]I didn't see a way to set any generic factor to slow down tech, so that appeared to be the only option[/quote] *shameless plug* Aahh, bu

9 Replies 336 Views

There is an 'AI' setting in the Improvements file (where TradeGoods are defined), in theory this allows the modder to entice the AI to build this good. The AI players build my new TradeGoods all the darn time. So, no, the AI players are not locked into just building the stock items. And added events/anomalies/invasion tactics/etc. are available for all players as well. I would caution against the implication that modders mod to 'cheat' on the Metaverse. I mod all the time. I am ver

12 Replies 305 Views

[quote]...One of the first things I did, after the very first game, was change the research point requirements for the techs to slow things waaaaaay down, ...[/quote] How did you accomplish this? Did you go into each tech and jack up the price? ~SDC~

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I posted in your forums at CDG as well, but I'll post here too. ;) You've got great ideas for events, and I love the artwork too! There are a few problems with the events though, please don't get discouraged. The thing to remember is that GoodValue *must* be a negative value (Bad things do always happen to good people), and that EvilValue *must* be a positive value (Luck is apparently an Evil Lady). I ran a verification against your events as posted at CDG. Here are the

9 Replies 1,918 Views

Oooh... not to be a wet blanket, but in my view: New linked events that are exposed via text files to the modders, so we can make more ourselves = EXCELLENT. New linked events that, like the current Draginol event, are hardcoded into the .exe meaning we can't modify/make more ourselves = NICE TO HAVE, BUT IN GENERAL PRETTY DISAPPOINTING. ~SDC~

87 Replies 20,065 Views

I've got the Dreadnought model: http://www.ctuit.com/bill/dreadnought.jpg and the Excalibur model: http://www.ctuit.com/bill/excalibur.jpg I cheated. I set the Survey Ship to use the above models (and 500 range sensors) and then started a new game. I also confirmed the Constructor, just to be sure. If there are any more, it would be real fast to confirm them. The ships look beautiful, Thrull. Thank you very much! Now I'm going to reset everything and play

19 Replies 2,219 Views