HawaiiFive-O

HawaiiFive-O

Joined Member # 635822
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@Duglis: I haven't experienced any crash issues. BoogieBac mentioned that in a recent patch they got all that stuff sorted out, adding the RGB settings so you can set the color, and scroll bars so you can choose properly. And so far I haven't seen any problems, so I think they've been cleared up. @Steeljaw: Comments are always welcome. :) Hit me with anything you've got. re: the progress bar. I agree, something has to be done there, it can take too darn long to finish the copy

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*nods* Yes, I agree with Alf. If you aren't Evil, you should not be able to use The Dark Side, under any circumstances. What's the point of alignment specific techs if they aren't alignment specific? ~SDC~

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Here's the situation. I wasn't aware of the 49 limit originally. One of the earlier beta versions put the default starting Party ID at 50. I have since fixed this, but you need to reset the Default Starting Party ID in your version of the Writer. If you get into Main Screen >> Tools >> Options, you will find the setting. Change it from 50 to whatever you like (below 50). In later versions I've got it set at 20. I wouldn't recommend starting off at 8. If Stardock a

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It was probably your alignment. You have to be deep into Evil-ness to research The Dark Side (morality less than or equal to 10). You should feel guilty about trading for it, you goody-two shoes. LOL Personally, I'd rather see tech alignment requirements also prevent trading, not just researching. But I might be in the minority on this. ~SDC~

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Duglis, if you are still downloading the beta versions of the Writer, you can do this in about 10 seconds. Just open the Writer, go to the Ships editing screen, go to Corvette, change the Model from Corvette to Starhawk/Frigate, and do the opposite for Frigate (Model = Corvette). Save and write to files, you're done. ~SDC~

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Have you downloaded any user mods? There's a known UP Issue crash bug if a defined name is malformed. This may or may not be your problem. To eliminate this known issue as the source of your crash, do this: 1) Launch GalCiv. 2) Load saved game. 3) Alt-Tab back to desktop. 4) Find debug.err in the Galactic Civilizations directory. 5) Open debug.err in Notepad. 6) Look for PARSE ERRORS. If this is your problem, there will be a whole slew of them. Only the

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Posted version 1.1.0 for public consumption on the GCW home page: http://www.ctuit.com/bill/galciv.htm This version adds Techs and SB Modules to the public version. I also sent out a new beta version, 1.1.1, to the beta team. It includes an editing screen for Political Parties. Here's a screenie: http://www.ctuit.com/bill/parties.jpg Only 3 files to go! ~SDC~

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Good to know. Looks like the Stardock Detect-A-Mod code looks for flagrant flouting of the rules, not incremental changes. 'Course, I'll never join the Metaverse so I'm not terribly concerned with whether or not something is legal for the Metaverse or not. I post the disclaimers to halt the inevitable "What effect will this have on the Metaverse?" queries. ~SDC~

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Interest Rates reduce the amount of months on a lease when you rush buy something. It doesn't affect the lump sum amount, or how much you pay per month, just how many months you are paying for. Not much currently affects Interest Rates in-game, just a random event or two. ~SDC~

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One other thing, you'll never get to build BOOKEND because it relies on ImpossibleTech which, as one might guess, is impossible to research. ~SDC~

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BOOKEND is a marker used by GalCiv to denote the end range of possible SB modules. When I tried to remove it, crash-o-la. There's no need to edit it, indeed I am unsure of what would happen if you changed some of the values. I locked down the edit screen where SBModuleName = BOOKEND, end of story. This means we are limited to 140 possible SB Modules (0-139), but that's still a whole heck of a lot of room to play with. ~SDC~

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Looks good! One tiny detail, I think your description is going to get chopped off in game, you are really limited on text length in the description field. About 80 characters or so. Make sure there's no gap in the Module IDs. To be clear, the highest stock GalCiv ID is 55. If you have an ID 60, you must have an ID 56, 57, 58, and 59. They have to be contiguous. If you leave a gap, it will still show up to be built in-game, but it won't allow itself to be "planted". That's been my

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Here's another way you could do this, with a starbase module (in keeping with the Deep Space Nine theme). //------------------------------------------------------------------------ SBMOD 56 WormholeGenerator //------------------------------------------------------------------------ Name "Wormhole Generator" Model "Starbase01" Tech_Requirement "ControlledWormholes" Module_Requirement "StellarWake" Descri

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Well, it depends on what you consider cool of course. There are many things you can do, unfortunately +50% propulsion is not one of them. However, here is what you can do. Open the file GCTech.tech in Notepad. Find the ControlledWormholes tech, it will look like so: //------------------------------------------------------------------------ TECH 35 ControlledWormholes //------------------------------------------------------------------------ Name

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For the Mod Swapper, I'd think it would need to work off a MSL (Mod Swapper List), wouldn't it? There'd need to be way for the program to know what files are expected for each mod, what mod is currently in play, archive the files so you can flip back and forth between mods, and so on. Some functions in order to manage the MSL as well (Add/Edit/Delete). In addition, it would be nice to detect if the user swaps/deletes a file by accident, so you can prompt to repair the

272 Replies 27,051 Views

All those modules do is govern how to build a Terror Star- build the four in a chain and voila, Terror Star, baby! I believe you could even make it more difficult to build a Terror Star, as the % for the 4 modules add up to 100%, signalling completion. I imagine you could stretch that out, I haven't tested this yet though. Or even speed it up. But they don't change any of the attributes of the Terror Star. Nor is there an entry for the Terror Star in the ship files. One mig

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I enjoy your events quite a lot, and I think the issues you came up with were well thought out. I completely agree that the EU event system was far more robust. I'd love to see the GalCiv event system built out with more options for the modders. There's some talk of linked events for the expansion pack, so they are moving in this direction. ~SDC~

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Well, that was pretty fast. Ship editing 99% done. Just have to write the documentation. Oh, and sleep on a couple of decisions I made, might change my mind in the morning. There's some weirdness to the files, what with the Starbase, Decoration, and Space Shark entries. I tried to make it as open as possible while trying to keep you "within the lines". This version should go out to the betas tomorrow. Here's a screenie: http://www.ctuit.com/bill/ships.jpg No p

272 Replies 27,051 Views

Here's how you can do it: 1) Open the file GCTech.tech in NotePad. 2) Find the tech Stellar Cartography, it will look like so: //------------------------------------------------------------------------ TECH 140 StellarCartography //------------------------------------------------------------------------ Name "Stellar Cartography" Model "" Tech_Requirement "NanoElectronics" Rese

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Cool! Thanks. :) After kicking out this latest version, I'm left to ponder the question- program some more, or have a Jack and Coke? Or perhaps do both. :) ~SDC~

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New beta version out to the testers. Unlocked the ID fields. Built out the Data File Management screen. You can now add folders and copy/move files around. ~SDC~

272 Replies 27,051 Views