HawaiiFive-O

HawaiiFive-O

Joined Member # 635822
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Ahh, and there's a post by CariElf confirming that modded games do upload. But, CariElf, are there plans to disallow modded games? It's your game, of course, and you can do with it as you will, but I'd disagree with that move.

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This is just my opinion, not confirmed officially by Stardock, but from what I've gleaned from various sources, I don't think the Metaverse cares if you modified the game or not. It appears that Stardock's design goal is not to disallow modded games, but rather that if you do modify the starting conditions, the AI is smart enough to make use of your modification as well, thus levelling the playing field between the player and the AI. And as AIs get the same events you do, if yo

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Thanks again. You are right that the specificity of the available issues does not lend itself to new issues. #8, the Ability affector is about the only fertile ground I see at first pass. The existing AbilityBonus01.UPISSUE file is bugged, it's a copy of the UPHeadquarters01 file. So while you can make a bunch of new issues off #8, they are all variations on the same theme. Still worthwhile though. Anything beyond this would require coding to be done. So creating,

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YOU DA MAN! Thanks! One question (I always seem to have one question don't I?). For number 8, the AbilityType upping event. Does this correlate to the same constants used for Random Events? // Random Event Options – these up the players ability 100 – economic 101 – ship weapons 102 - ship defense 103 – ship speed 104 - morale 105 – population growth 106 – social production 107 – military production 108 - research 109 - incluen

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Thanks for the discussion. :) You are right, that the definitions of Good and Evil in GalCiv are very pat and simplistic. But even this simplified ethos system is an interesting game mechanic not usually seen in TBS games. RPGs yes, but not TBS. I've got to get back to work on my Writer, and I owe you an install package too, don't I?

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Seems to me that you have ceded some grounds, by changing the subject to "Conscripts", an entirely different animal. ;) I bear no grudge either, and am willing to keep an open mind about things. There is inherent Evil in conscription as well, as you are depriving the individual of choice for the ends of the State. You are far better off with an all volunteer force. But it's less Evil than suicide bombers, as conscripts aren't guaranteed to die. I disagree with your c

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If you are queueing up "Suicide Bomber" units, it's a state sponsored program, pure and simple. This is Evil. You can make as many as you want, ergo you are ordering/coercing/brainwashing people into dying for you. Some might do it out of the desire to serve the greater good, but the mere fact that you can create as little or as many as you want points out that the selfish Few hold power over the hapless Many. If you are gifted random "Suicide Bomber" units as your defenses crumble,

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Cool, that would go a long way in assisting me when I do Political Parties. I think it's a nice feature that the Bonus does not have to equal the Penalty. That allows for some flexibility in governmental types, where there's a backlash when you lose power. For instance, "Fascists" might offer a 35% Production bonus (the State is everything, the Individual is subsumed). However, if you lose power there's a "freedom" backlash that gives you a 45% Production penalty (the people

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You may be just talking to yourself, but rest assured you are being listened to. ;) Might have to talk Political Parties after I wrap up UP Issues for my Writer.

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Spontaneous act of self-sacrifice in order to save one's compatriots = GOOD State organized programs designed to promote and nurture a culture of suicide bombers = EVIL The first is the individual's choice. The few (or the one in this case) acts in the best interest of the many. This is selflessness, a hallmark of Good. The second is the choice of the few in power, so desperate to stay in power that they no longer act in the best interests of the many. They act in t

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I am still interested in receiving a save game file a turn or two before the UP meets. Please forward it on to me if you get a chance. Thanks!

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A gentle bump as I realize you've got a lot going on and you are doing this out of the good of your heart. Just letting you know that I'm still keenly interested in this information, and others as well I'd imagine.

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I put out a revision tonight. It adds a new "Copy As New" function that will make a copy of the currently viewed event, so you have a starting point to make edits to. This revision also cleans up the documentation and straightens out the Status bar. If anyone would like to take the beta for a test drive, please e-mail me at: [email protected] Standard disclaimers apply. There are 6 current beta testers (not counting myself)- I haven't heard of anyone's hard drive getti

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That's likely. IIRC this bug existed during the beta phase, but got cleared up towards the end. It was reintroduced during one of the SDC updates, probably because there was a machine at Stardock HQ that still had the bad file, and that machine was used for the build. Hopefully they caught this bug and killed it.

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There's a bug in the "wonders.imp" file. The Terraformer shares the ID 11 with Tir-Quan Training. IDs should be unique so this is a bug. Open the file with Notepad, scroll to the bottom, change the ID to 12, save your work, and it will work just fine.

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No worries, what language are you writing it in? I used VB6 so I could blast it out quickly. Essentially what I did was this: 1) Instantiate a TextStream object. 2) Point it at the file. 3) Start reading in lines. The key is that the original files don't allow line return characters within the text. So each line comes across clean using .ReadLine. 4) Look at the start of the line to determine what this line is (Title, Description, etc.) 5) Convert tabs to " "

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First question: They appear to be "hard" numbers, that get randomized. Not percentages. From my testing this bears out. Second question: If you set EventType = 0 (Colonial) then it will only affect the planet you are colonizing when you trigger the event. If you set EventType = 1 (Random) then this value will be applied to every planet under the player's control. Obviously, you want to be careful using large numbers in this case! ~SDC~

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Thanks for the response! OK, I think that clears up 2) through 5). Leaving only 1) remaining. So maybe Morality Weight is 1 through 10, correlating to the maximum possible morality changes? With the Evil choice essentially doing a * -1. Or, there might be a bit of randomization going on, meaning that it should be limited to 1 to 5, and then randomization might (at most) double the effect. So I will leave the discussion open. Can anyone else familiar with ev

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As UP Issues come up very infrequently, to facilitate me testing my upcoming UP Issues editor, could someone please e-mail me a save game that's a turn or two before the UP meets? As you get a popup the turn before the Meet, this shouldn't be too much trouble for someone who's actually finding time to play this marvelous game. Please zip up both the save game .sav file from Galactic Civilizations\Data\SaveGames, as well as the matching folder, and email it to: bsheely@prodi

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