HawaiiFive-O

HawaiiFive-O

Joined Member # 635822
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That's the natural extension of that screen, isn't it? Let me take a look at it. ~SDC~

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4D: "It would be quite handy to have an editing screen open for more than one type of Mod." - This is possible to code. Only real challenge is ensuring changes made in one screen updates the other, in the case Modules/Ships/Imps/InvTactics that are dependent on a tech. Oh, and making sure you close everything out before unloading the main screen. "At present it is possible to have multiple instances of the writer open" - I wouldn't recommend you do this. Simple reason is

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Oh, and CariElf, if you do check out this thread, there are a few problems with the Tech files too. Here are the 4 bugged techs, they are all in GCTech.tech: High Density Metals Tri-Strontium Alloy Advanced Slavery Nano-Mining All of these techs are marked with the Ability "Production", but grant no bonus. This is because the game won't recognize the "Production" attribute. Change "Production" to "SocialProduction" or "MilitaryProduction" and it works. <BR

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The "Interest Rates" ability definitely works. It doesn't reduce the initial outlay of cash, the % decrease is applied to the amount of months you have to make payments for. ~SDC~

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The new version with Tech editing has gone out to the testers. I'll work on Ships next. But I've got a little design issue that I'm having trouble deciding how to fix, so I thought I'd solicit advice here. SB Modules: Currently, I don't allow you to renumber IDs within the program. The reasons for this are several, 1) SB Modules must be contiguous. If you leave a gap in the numbering the modules after the gap won't work. 2) You don't want to have multiple modules with t

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The first line is the only one you have to worry about. **** Script Error **** : Data\T31.SHIP (L:2 C:10) - parse error, expecting `STRING' or `SD_MODEL' The problem is this file, T31.SHIP. Remove it and all the rest will work. Post the contents of T31.SHIP here, and I'll see if I can tell you what's borked with it. ~SDC~

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William: That's odd. It will give that message if you try to install into the same directory you copied the install package down to. IOW, if you downloaded the package into C:\Temp, and then attempted to install into C:\Temp, it would get that message. Did you copy the install package into C:\GalCivWriter and then run setup from there? That would cause the message you saw. If not, weird how it got confused. Typically, you'd download it somewhere else and then insta

272 Replies 27,032 Views

The Writer has two built-in functions I use manage the data directory. The first is the Backup Data Directory function (Main screen>>Tools>>Backup Data Directory). This'll make a wholesale copy of your \Data directory. It can take a bit if you've got a bunch of saved games. The second, which I don't think is in the public version (yet) is Data File Management (Main screen>>File>>Data File Management). This one creates a holding directory in the installation directory and all

272 Replies 27,032 Views

The event, as you've laid it out, is not possible. Colonial events affect the colonized planet. Random events affect the civ. So there's no real way to target Earth, short of disbanding and then recolonizing- and there's no guarantee your event would be triggered. Second problem is you can only have one effect. So +Range +Growth is out. PopChange is separate from this, though. Third problem is you can't have a positive effect for a GoodOption, so you can't have jus

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@Alf Melin: Agreed. I'm (obviously) comfortable with Notepad, but not everyone is. I wanted to make it as easy as possible for people to modify the base data files, as well as keeping them from writing mods that crash GalCiv. I think GalCiv rocks, and I know that a thriving mod community really gives a game "legs". I just wanted to help that process along. Stardock is special and should be supported. @fleabitfox: Unfortunately, no. There's no way to effect an event's frequency of

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Markus: Unfortunately, none of us really know at what point a mod renders your game illegal for the Metaverse. You are right the AI is "smart" enough to make use of any mods you add (see Stardock's improving the AI to make use of un-balancing Political Parties in 1.03), but the question is what affect the mod has on your Metaverse score. If you are really concerned about your Metaverse standing, I'd suggest holding off until we get official word from Stardock as to what is legal and w

272 Replies 27,032 Views

Thanks! I'm happy I made the front page. I'll be expanding the proggy to include all the data files. Writing the code takes time, so I couldn't estimate when I'll be done. SB Modules are done and in testing. Techs are maybe 75% done. What's slowing me down is I have to parse out the .imp, .ship, and .invtactic files in order to display the tech dependencies properly. The good news is that code will be reused when I add Improvements, Ships, and Invasion Tactics. On

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I'll work on Ships after I get down with Techs. As far as copyright issues go, Desert Fox sounds like he knows what he's talking about. ~SDC~

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Thanks! I made the front page. :) It's nice to be recognized. This project has taken on a life of its own. To think, I thought I'd get away with just the Events portion of it. Tech editing closing in on completion: http://www.ctuit.com/bill/Techs.jpg Still have Ships, Anomalies, Improvements, Invasion Tactics, and Political Parties to go. After that, I actually get to play the game ;p . ~SDC~

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It's my hope that they are going to expose the 3rd type of event, the "Story-line" event to the modders. It'd be great if I'm rewriting the GCW after the expansion pack comes out, that means they've expanded the options and gave us more to play with. I'm pushing to get all the basic files done before the expansion pack comes out. ~SDC~

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That didn't work either, unfortunately. Not for Anomalies or disadvantages at least. The higher number would lock up GalCiv, so be careful if someone wants to double check my findings. Stardock must have built in some boundchecking. ~SDC~

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It would appear that the resource types are hardcoded, so if the 6th type were to become Trade, Stardock would have to make that change. ~SDC~

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Starting to work on the Tech tree, found a little problem that you can fix yourself if you are comfortable with Notepad. All of the techs marked with Ability "Production" grant no bonus. This is because the game won't recognize the "Production" attribute, it doesn't tie to any of the known GalCiv constants. However, if you change "Production" to either "MilitaryProduction" or "SocialProduction", you will gain +10% to that category. So now the question is: For the 4 t

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When you added the Xenoreligious school, did you figure out how to get a new icon to show in-game for it, or did you just leave it blank? When I add a tech school 7, it works, but there's no graphic for it on the tech screens. This is of course not surprising. Just wondering if you got an icon to show, and if so, how. Thanks! ~SDC~

2 Replies 1,591 Views