Some times you'll find a readme file, but as far as installing goes it is pretty straight forward. None of the mods I've seen are self installing. 1) Place any .pcx files (the images for an event) into the Galactic Civilizations\GFX directory. 2) For all mods other than UP Issues and Invasion Tactics, place the [.anomaly|.event|.imp|.party|.sbmodule|.ship|.tech] file into the Galactic Civilizations\Data directory. 3) For UP Issues, place the .upissue file into the Galactic Civi
HawaiiFive-O
Me too. But I'm starting to feel like playing a game of GalCiv again. I'll be back. :) ~SDC~
[quote]Is there a reason why tech's from a mod do not show in the tech tree viewer?[/quote] I answered elsewhere as well. There's a bug in the Beta wherein techs not in GCTech.tech do not show in the in-game Tech Tree Viewer. I'm sure Stardock will fix it soon, you've done nothing wrong. ~SDC~
[quote]Is there a reason why the Tech Mods do not show up in the Tech Tree viewer?[/quote] It appears there's a bug with the in-game Tech Tree Viewer at this time. It's been mentioned several times in the Beta Bug report thread. No techs, not even the new X-Pack techs, show in the Tech Tree Viewer unless they are in the GCTech.tech file. Sit tight, I'm sure Stardock will fix it soon. ~SDC~
Yes, that's true. I'll have to poke at it some more. ~SDC~
[quote]H50, how did that anomalous game happen?[/quote] My first attempt at utilizing the GCCG, actually. Must have done *too* well. Nothing new added to my installation over the last 4 games, so the Metaverse must have freaked out over the AIs having 0 money to spend after about year 2. Kind of a bummer, really. [quote]H50, did you try resubmitting that anomalous?[/quote] Yup, no love. Sucks, but what are you going to do? Theoden: When I load the pages in
[quote]What changes would you like in the tech tree?[/quote] A big thing for modders would be to divorce the hard coded abilities from the IDs. Stuff like new governments, being able to see yellow stars, being able to make an alliance, etc. are all chained to the tech ID. Exposing them as flags in the .tech files would enable us to completely redo the tech tree. In addition, and this might already be in, for the AIs that use a predefined tech research path, it would b
[quote]Hi hawaiiFive-0, are you posting any new mods? Any links?[/quote] No, not at this time. I'm taking a sabbatical from GalCiv. :) [quote]The only known gotcha is a PQ mod above +40 (presumably outside the base GC files, since the Life Crystal Artifact event has a potential +50 PQ evil choice).[/quote] Hey, Arturus, I read where Cari mentioned the 40% PQ ceiling. My theory is she was talking about your Civ-Wide PQ ability, not a specific planet's PQ bonus. What
Yes, the game seems to take the first and ignores the second.
[quote]6. Stuff on the Minor Races screen, Minor Race names.[/quote] [quote]8. Sol, Earth, Mars, Saturn[/quote] That's the key stuff that I've seen. Can't really add to the list of hard coded things, haven't tried to mod in that fashion yet. However, if you are playing around with English.str, there are some problems with it: *** ENGLISH.STR *** The Key Human_Threat is duplicated in TableAlias Diplomacy. The Key Human_Grovel_Good is duplicated in Tabl
I believe the cheese strategy requires you to destroy the colony in between 'plantings'. The bonuses will stack. ~SDC~
Theoden! This is going to sound really weird, but I couldn't get those pages to work. Now, hosting websites is not something I normally do, so it could be something I'm doing. The pages have a bunch of markup for Microsoft Word in them. I'm guessing you wrote the HTML with Word as the editor. Is there a step you might have missed, to save them down as normal HTML, perhaps? When I dropped the pages onto the webserver and accessed it remotely, I didn't get the page, r
:) Great job on the story, Bakka. Though we all know where the bat will end up, no? ;) ~SDC~
:) Excellent story. May the Booze be with You. ~SDC~
I think I only need the page that I'll be building dynamically each night for the time being. I'm trying to think of a good way to swap out the needed information, when someone gains a rank. I could just build the entire page, but then if you want to make formatting changes I've got to change the code, it's more flexible if we don't have to hardcode anything. Send me just that page, for now. Maybe something will jump out at me. Oh, and the dependent images, of course. <b
Cool, I might throw together a proof of concept soon, just to make sure what I think can theoretically be done can actually be done. ~SDC~
Hey, Obi Wan, I responded in the FOTR thread, but I'll post it here as well: [quote]If you're still interested in those ideas we talked about yesterday, drop me a line. [/quote] I am interested, but my real life work schedule precludes from tackling this in the near future. I'll keep it in mind the next time I get bored and want to write a proggy for fun. Yes, I'm one of those sick programmers that programs for fun as well. ;) ~SDC~
[quote]If you're still interested in those ideas we talked about yesterday, drop me a line. [/quote] I am interested, but my real life work schedule precludes from tackling this in the near future. I'll keep it in mind the next time I get bored and want to write a proggy for fun. Yes, I'm one of those sick programmers that programs for fun as well. ;) ~SDC~
Theoden: No problem with hosting the site at my work. Zip up and e-mail me the files, and I'll post the new URL here for all. If there are subdirectories needed, include a readme file so I don't get lost. My e-mail is: [email protected] ~SDC~
That's totally going to be it. Problem is, you'll have to backtrack to an earlier point in the game and play it out (after removing the offending mods). Stardock keeps track of the PQ rating over time, can't just pull out the goodies at the end of the game and expect it to work. ;) ~SDC~
I'll let you know later today. I really don't see that there would be any issues. ~SDC~
A sure-fire way to get the Anomalous score is to have too high of a PQ rating. For this reason I avoid mods that boost PQ too much. Otherwise, I've not experienced any other modding that would trigger the Anomalous score. Not saying there may not be another trigger, just haven't crossed the threshold myself. Resubmitting seems to clear it up many times. I hope it works for you. ~SDC~
That would be relatively simple to code, and wouldn't require any GUI changes. That'd be a good way to implement it at little effort for Stardock. ~SDC~
Seems to be a one-way street right now. You can steal, and there's nothing you can do to stop the theft. You know, I don't have any definitive evidence, but in my last few games there's been a couple of times I've thought to myself that maybe that AI just stole a tech from me. Like when you pursue a branch of the tree that the AIs don't normally research- and yet when you go to sell some techs one of the AIs already has one. I'll pay more attention in the future, this might b
I steal techs all the time now, too. ~SDC~