I'm not 100% sure on this, so this might be wrong, but it looks as if what governments are available when is hard coded within the executable. I've come to this conclusion because: 1) The Government types are not exposed via text files, IOW you can't edit them. So if the chaining mechanism is attached to the government, there's no way to change it. 2) The Ability "Diplomacy" attribute in the TECH file means gain a 10% bonus to Diplomacy when you research this tech. It doesn't
HawaiiFive-O
Okeydoke. Post here if it crops up again. ~SDC~
Sweet! Thanks! ~SDC~
Oh yes, it will cascade down and send you on a wild goose chase if you don't notice the root error. And thanks for putting the "stamp of approval" on my fix-it yourself bugs in the Main forum. I'd hate to think I was giving out bad advice. :) ~SDC~
tonmoril, if you are still having trouble, I might be able to help you. I just tracked down JoB's problem (I think). Post here if you still have the "No SB Modules" thing happening. ~SDC~
OK, try this. In \InvasionTactics, find the file poison.invtactic. Change the heading from: //------------------------------------------------------------------------ INVTACTIC Poison Supplies //------------------------------------------------------------------------ to //------------------------------------------------------------------------ INVTACTIC PoisonSupplies //-----------------------------------------------------------------------
Could you zip up your \Data folder (minus the save games) and beam it over to me? This has come up a couple of times and I'm interested in running it down. Email: [email protected] ~SDC~
*little bump* ~SDC~
5) It would appear that a Colonial Event Option that should yield a negative Planet Quality penalty does not actually affect the planet's quality. See Earthworms, GoodOption. The penalty shows on the Planet Details screen, but the PQ is not effected. ~SDC~
And I just figured out that not only can you not have a positive effect for Good, you can't have a negative effect for Evil! Looks like GoodOption will always yield a negative number. NeutralOption can go either way. And EvilOption will always yield a positive number. Hopefully it won't be too difficult for Stardock to remove this hard coding and allow a little more flexibility for us Event writers. ~SDC~
Yes, Nephrinn and Malleus are correct. It seems that you can not adversely affect Planet Quality via a Colonial event. I've tried negative PQ's for Good, Neutral, Evil, and none of it works. One tiny quibble, this thread was meant to be a list of things that a player using Notepad can fix themselves. This PQ thing does not fall into this category. I've added it to my "Stardock: Have you seen this?" thread. Thanks for pointing this out! ~SDC~
Sorry, can't help you with that. I haven't worked much with the .sbmodule files (yet). ~SDC~
Oooh! I've been stickied! :CONGRAT: ~SDC~
Simple problem with that event, the EventName can not lead off with a numeric. Change: //------------------------------------------------------------------------ EVENT 1man //------------------------------------------------------------------------ to //------------------------------------------------------------------------ EVENT OneMan //------------------------------------------------------------------------ and it will work. Oh, and
It was the license pricing that was the difference. GVBox = unlimited runtime distribution. csXImage = charge for runtime licensing. Both do the job, but GVBox was more affordable. ~SDC~
I'll throw my hat in the ring and say I'm willing to help moderate the mods, if so desired. Of course testing Random events is a real pain because there's no way (that I know of) to trigger a Random event, short of playing and hoping to eventually hit one. Colonial events are far easier to test. ~SDC~
Duglis, if you still have them, zip them up and ship them off to me and I'll take a look. If there's another crash bug lurking out there that I haven't accounted for in the Writer, I'd be interested to know. ~SDC~
You might want to swing by the Mod forum for this thread: http://www.galciv.com/forum.asp?BID=GM&id=47754 Provided you are comfortable working with text files, you can fix this bug easy. ~SDC~
You're welcome. I don't know what effect making these changes will have on your Metaverse legality. As you point out, I only listed things that appear to be bugs. My changes restore the intent of the files. As far as the Metaverse goes, its a big unknown. It would depend on how sophisticated Stardock's mod-screener is. Would a 90% jump in efficiency for the Tech Capital be flagged? Unknown at this time. Sorry I don't have a definitive answer for you, maybe someone
First thing: Yes, depending on service packs/OS patches you have on your machine, Microsoft attempted to combat "DLL Hell" by making executables smart enough to use a dll/ocx unregistered provided it is in the same path as the executable. But I couldn't be sure just dropping it in would work for everyone, so I included the instructions. Second thing: Was there a space in the path? My bad, I should have mentioned that if there's a space in the path you should surround the path in quo
a *little* bump to keep this near the top... ~SDC~
*blush*, it's not that big a deal. My company picked up the tab (I'm a partner, so I guess it's sort of my money in a way, but not really). And I've already used it for one of our programs we use in-house, so it's dual-use. But thanks for the kind words. :) And 4D, I always play Good. It's a rut I'm in, but it's such a comfortable rut... I sent out the latest beta version a little bit ago, this one has the new viewer in it. I'm actually quite nervous about this bui
Well, I broke down and purchased a PCX viewer today. Worked great in testing and only cost 45 bucks so I pulled the trigger. I'll find *some* use for it at work to justify my department's expense ;p I have to wait for it to arrive, and then deploy this new build to the beta testers, so this will probably push the public release back a little bit, but not too much. It would be irresponsible to release it without adequate testing. Thanks for your patience.
OK, did some more testing, and GoodOption is definitely bugged and will always yield a negative number. What I believe Nephrinn is describing is that you can put in 9 for the GoodOptStr, but what it displays is the randomized EVIL value, not the randomized GOOD value. Drop into Planet Details after running an event configured like this and you'll see what I mean. The negative GOOD amount is applied, regardless of what shows up in the Option text in-game. Essentially, the Opti
I realize you guys have a lot going on and don't cruise this section of the boards that often, but I was just curious if you had a chance to add these issues to your list of potential future bug fixes. Troubles with existing plain text data files: http://www.galciv.com/forum.asp?BID=GM&id=47754 Troubles with PopChange and GoodOption for Events: http://www.galciv.com/forum.asp?BID=GM&id=48741 In addition, could you please clarify a few things for me? These migh