HawaiiFive-O

HawaiiFive-O

Joined Member # 635822
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I did some testing and here's what I think is the situation. 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 techs that are currently tagged as "Production", which should be Mil and which should be Social? Or you can get greedy and add both. :) Here a

6 Replies 1,565 Views

Ahh, sorry about that. Of course I meant that the game won't accept negative numbers only in this specific instance. There are times when negatives work. Negative anomalies don't work either, though. I was hoping to make some booby-trapped anomalies but that idea didn't pan out either. ~SDC~

8 Replies 1,787 Views

Just released the next version to the beta testers. v.1.0.1 adds the Edit SB Module screen. Here's what it looks like: http://www.ctuit.com/bill/sbmodules.jpg I also added the option to Sort By Type for Events and UP Issues as well. I'll work on Techs next, but I won't work on the Writer any more this weekend (barring any disruptive bugs found by the beta testers). ~SDC~

272 Replies 27,032 Views

And I tried to create DISadvantages, but the game won't accept negative numbers, it will convert them to zeros. I keep trying to push the boundaries, to no avail. :) ~SDC~

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Interesting, I think Cpt. Bizarre offers good insight into the situation. That the Library was tacked on at the end of development, and that perhaps some of the ramifications of modding with regards to the Metaverse weren't fully thought through, would certainly explain the behavior we are seeing. I agree with his assessment. This situation calls for patience. These things have a way of working themselves out. And there are alternatives to the official Library. There's the

18 Replies 2,464 Views

Once again, you are in (for me) uncharted territory. However, I can say that the following list has worked out correctly for Anomalies and UP Issues. And Events too, if you add +100. And after scanning the existing parties, they seem to match up 100%. So experiment and see what works. And please share your results here. I'll be adding Political Parties to the Writer at some point and your testing will help me out too. :) "Economic", 0 "Ship Weapons", 1 "Shi

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Hmmm... if you are going to make a Communists party, maybe I'll put together a VRWC party? ;) Maybe get Condi Rice as my governor? Name my homeworld Halliburton? Ooh! I know, the Imperialistic Zionist Yanqui-PigDog Party! I'll get started right away. :) j/k, Verenti. Not trying to provoke a political discussion on the Mods forum... ~SDC~

9 Replies 1,644 Views

Take a look at the .party files. There are three settings which govern the color that will show in-game: ColorRed ColorGreen ColorBlue Assuming StarDock used the standard RGB scheme, each Color can be a value of 0-255, with 0 meaning very little and 255 a lot. Again, I haven't played around with this, but if you want to make a bright red under a RGB system you would do this: ColorRed 255 ColorGreen 0 ColorBlue 0 That would be as re

9 Replies 1,644 Views

I think I read somewhere that the Orbital Biosphere is a pretty simple fix. Something about it still says Orbital Hospital in the file, or maybe its because the Biosphere and the Hospital share the same ID. Yes, I believe that was it, the ID needs to be unique. Should be pretty easy to fix. I never downloaded it, but if you want me to take a look, beam the file over: [email protected] ~SDC~

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Let me add my two cents here. It's the Metaverse. In a way, the Metaverse and the Library are the antithesis of each other. One serves as a proxy multiplayer function, the other as a repository of creative ideas. For the Metaverse to work, it is assumed that everyone is playing roughly the same game. For the Library to reach its full potential, that gets thrown out the window. So, IMHO, even if mods were screened properly and more modding capabilities were added to

18 Replies 2,464 Views

Stardock would have to hardcode that 12-16 limit, there's no settings within the resource file for that sort of thing. I agree that something would have to be done before unleashing the Life Force resource, its very powerful. ~SDC~

6 Replies 1,765 Views

The SB Module Edit screen is shaping up nicely. Here's a sneak peek: http://www.ctuit.com/bill/SBModules.jpg Unfortunately, in order to continue work, I've got to parse out the Tech files (so you can assign Tech dependencies), BUT the Tech files don't obey the one line of text per Key/Value pair rule the other files do (the Tech Description supports line break characters within the text). So my current parsing routine won't work. Oh well, certainly not insurmountable, jus

272 Replies 27,032 Views

I'd say they do: Data Fixes: -fixed morale anomaly -fixed sea dome event -fixed trade fed fees -tech capital now doubles bonus as it says in the description. -fixed bonus events with weights that are too high -fixed pods event I'll go check right now. ~SDC~

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So I'm playing around with the data files, and I take a look at GCResource.RESOURCE. Hmmm... OK, these are the 5 resources I know and love. But what about the 6th? The elusive Life Force resource? So I add another resource, making it Type = 6. 6 not being in the file, logically it might be Life Force. I fire up GalCiv and start playing. Lo and behold, I find that the Altairians have built a SB on a resource I've never seen before! It's blue and shiny, and the grap

6 Replies 1,765 Views

I have created a simple GalCiv Writer home page, where the proggy is now available for public download. You can find it at: http://www.ctuit.com/bill/galciv.htm Though it is now released to the public, development will continue. I intend to release beta versions to the beta testers as new editing screens come on-line. For instance, I'm currently working on SB Modules. Once I've got that to a point where it's ready for testing, it will go out to the beta testers. After f

272 Replies 27,032 Views