Yes, that's what my tests show. Digging through the English.str file, there does appear to be a string, but GalCiv can't find it. The [Key] is probably incorrect. I tried several different keys, but came up empty. If you are curious the string lives in TABLEALIAS InvasionScreen, here is the Key: [InfluenceOverview] and the Value: The Cultural Influence generated by this star system has been decreased by %lu percent. I think I tried [InfOverview] and
HawaiiFive-O
You'll be back, you can't resist the temptation ;) Thanks for all your efforts, and enjoy your break. :) ~SDC~
All of the text file things, yes. As of 1.03. I'm not sure if negative PQ Colonial events are working properly now, I'll have to check. ~SDC~
That really was quite excellent! Thanks for the laugh. :) ~SDC~
True, those are good points. I guess it comes down to the 'vision' for the Metaverse, multiple small empires, or the eventual creation of massive empires from mergers in an 'arms race' to achieve dominance. I'd favor the small model, and if it is frustrating for the ones not in the top 20 they can go off and form their own empire. But at least they wouldn't get kicked out for lack of contributing by the more aggressive members. Anyways, it was just a thought. Either
What if there was no hard limit on the number of members, but only the best 20 scored? ~SDC~
One question, I noted that I didn't have to remove any files, just paste yours in. How did you get it to 'override' the existing Drengin ships? Just curious. ~SDC~
Looks like the simplest solution to code would be to include the hardwired powers in the .tech files. If it is true that in the absence of a tech with an ID on the hard coded list the AI will start to obey the AI settings, then all you would need to do would be to renumber all Tech IDs out of the current range. 'Course, not having seen the code I can't say with certainty this would be simple to code, but from the outside looking in it would appear this way. ~SDC~
[quote]I got it - the type of happy face indicates post count. Does that sound right?[/quote] Actually I believe it is alignment. Hold your cursor over it and check out the tool tip that pops up. ~SDC~
Yes, please do! ~SDC~
Yes, it's like I'm back in my Catholic high school, with the brothers giving out Merits and Demerits behind the scenes. :) I recently made Diplomat, now I have to work up to Ambassador status... (not to rub it in forceinfinity, I'm sorry you got demoted, I must have missed the thread that brought that about.) ~SDC~ [Message Edited]
The new version is going to be primarily 'clean up' work. Here's the list: 1) FIX include UP Issues file names in StandardFiles() array. 2) ADD instructions file for Options screen. 3) ADD instructions file for DFM screen. 4) ADD function to randomize tech tree costs (I guess no one's really interested in this, but I am and I've got veto power). 5) ADD function to verify all the various files in a given directory. 6) CHANGE Improvements + English.str released for
I think what LDiCesare is talking about is that there are abilities beyond the normal 0-27 range. If you add an ability that ties to an ability in the 0-27 range, you gain a +10% bonus to that stat (or +1 speed, or +1 trade routes). However, there are certain abilities that techs grant that are *not* assigned via the tech files. He's hit most of them, the only thing I would add would be the techs that grant new government types. It appears these powers are hard coded to t
Downloaded and installed. :) Thanks for this! ~SDC~
It goes into your Influence 'pool'. This pool is 'spent' when voting on an UP Issue. Your planet's Influence contributes to the Influence 'pool' as well (every turn I believe but I'm not sure on this), but the 'pool' doesn't affect your chances of flipping planets, it just gives you more clout in the UP. And of course you can trade your 'pool' to aliens to sweeten diplomacy deals. ~SDC~
[quote]I'd like to thank Hawaii-Five-O who took the time to go through the tech list and I do believe that he has uncovered a bug in the AI code there.[/quote] You are very welcome, glad to be of service. I'll expose the function I used to verify the tech path in the next version of the Writer, if anyone is interested. ~SDC~
It'll be posted sometime this week/weekend. I'm working on the new version now. ~SDC~
Thanks for the comments, Sigma 7. ~SDC~
One for sure problem with that tech list, one maybe. Here is that list as expressed in Tech Name (it's a little easier to understand this way): #1 Align: 0 Name: CommunicationTheory #2 Align: 0 Name: UniversalTranslator #3 Align: 0 Name: Diplomacy #4 Align: 0 Name: NanoElectronics #5 Align: 0 Name: Sensors #6 Align: 0 Name: MedicalTheory #7 Align: 0 Name: BasicEnvironments #8 Align: 0 Name: IndustrialTheory #9 Align: 0 Name: PropulsionTheory
I was thinking about adding a function to the Writer that will randomize tech costs. It would also record what the original costs were so you can return to the baseline at any point. Essentially you would load up the Writer, randomize the tech costs, save the files, then launch GalCiv to play with your new costs. I'd black out the cost fields to preserve the mystery while randomized. When tired of these values you could return to baseline or randomize again. Please note I'm
I hope those hinted at "linked events" make it in as well. ;) Just kidding, you guys (and gals) do great work. I'm really looking forward to the expansion pack. *shameless plug* Hey, you should use my Writer when whipping up your events... :)
[quote]I hope if they don't do it they could at least explain the files grammar to us.[/quote] That would be huge, but I can understand if they don't want to release that file format to us. Imagine the damage one could do to the Metaverse if you could edit any saved game any way you like. In fact, if Stardock asked me not to start hacking the files, I would respect their wishes. They have the integrity of the Metaverse to be concerned about. Me, I could care less, bu
Stardock's mentioned that a Scenario Editor might be in the works. However, CariElf recently stated on the main board that "it's not on the schedule yet", so I wouldn't expect it for this summer's X-Pack. It might be possible to do this ourselves, but the saved game files are hex-based, not plain text. Without a file map, it would be slow going. I've thought about tackling this, but if Stardock's going to be doing it I'd prefer not to throw a lot of time at a project that will be ren
No, unfortunately. That'd be really great, it's something I've wished for myself. Maybe Stardock will eventually build multiple effects per Event in. They have mentioned "linked events" for the X-Pack coming this summer. I'm not sure what form "linked events" will take, but it might be possible to chain the events in such a way as to de facto create multiple effects for the same overall event. Maybe. We'll see. Either way we'll have more to play with and more in th
[quote]Thanks for the help. I have since made about 30 techs using the program you made. [/quote] No problem, glad you are getting good use out of it. :) Now, for your other questions: a) Crime is not implemented. I've heard tell that originally your bank account would take a "corruption" hit every now and then (or monthly, I'm not sure), and this bonus would presumably lessen the hit. You can ignore it for now. b) Cabinet is not implemented. I've never heard what it