Here is my analysis on the changes with the latest beta version, 1.09A[b].002. CHANGES IN 1.09A[b].002: ***New/Replaced files*** DeathKnight.mdl DeathKnight.ship XTechs.tech CoreShips.ship (replaced) ShipPak2.ship (replaced) English.str (replaced) GCTech.tech (replaced) ***Things of interest*** 1) The file DeathKnight.ship only contains one new ship, the DeathKnight (duh ;p ). Currently the DeathKnight is available for all alignments, though
HawaiiFive-O
A lil bump to get this to show in SDC...
Wow, my last game was worth almost full value! This must be what was mentioned earlier, that games are grouped for the square root calculation. That's going to work in my favor, as I pretty much finish one game a week. The stories being posted a great too! Keep up the good work. Now that I've finished this game, I'm going to download Beta 2 and analyze it. ~SDC~
The answer to your conundrum can be found in this thread: http://www.galciv.com/forum.asp?BID=GM&id=68200#77138 Good luck! ~SDC~
[quote]They feel that once they start doing so, they will be flooded by deletion requests.[/quote] Yah, I know it won't happen. No matter, I'll keep playing, modding, and submitting. What happens happens. :) ~SDC~
Oh, and I'm glad resubmission worked for you, Vincible! ~SDC~
I didn't keep a save of that game, unfortunately. I'm not really that concerned about it. It goes with the territory, sometimes my Alchemical experiment blows up in my face. :) If anything, I'd just like the game deleted. ~SDC~
The only way I know to trigger the anomalous score is to have a too high average PQ for your planets. I tripped over this a couple of games ago, when I experimented with putting back in the 2 PQ bonus granting techs at the end of the tech tree. I don't believe 70,000 BCs would trigger. My last game I had over 100K and it still posted fine. Did you get several of the PQ 'blossom' events? ~SDC~
I have to say, I got a kick out of reading the last few day's posts. I'm sorry I'm not more vocal, but I hope you guys know that your story-telling efforts are appreciated. I submitted a game yesterday, work doesn't permit more game playing time, but I try to finish one per week. 'Course I had that Anomalous score a game ago, that's what you get when your modding experiments cross the line. ;) If anyone has any questions on modding the game, you can post here or the Mods foru
Not at this time, but Frogboy has mentioned this very thing so hopefully it will be added. ~SDC~
Not at this time, but Frogboy has mentioned this very thing so hopefully it will be added. ~SDC~
A little bump to keep this thread shown in SDC. Development is not done, I'm working on 1.2.4 which will be compatible with all the new changes in the Expansion pack.
The Morality Weight interacts with the randomized % strength of the choice you take. So even though an event might have a Morality Weight of 1, if the random Good Value is only 1% or 2%, you will not move much at all towards good. Moreover, Evil choices have a greater effect on your morality than Good choices. It is very hard to become Saintly. Comparatively, it is quite easy to become Diabolical (is that right? I always play Good so I don't know what the counterpart to Sain
[quote]I was clearly winning at crippling (not really a common thing for me) and the game does not proceed when I press the TURN button. I can do everything I want, even with the clock on the turn button, but it does not proceed.[/quote] I have found, when this happens to me, that if you hit the 'Enter' key, the turn will proceed. I'm not sure why it works, but it does. ~SDC~
And I should add that the popped Space Monsters definitely do become stronger later in the game. A couple of years later a freshly hatched Space Shark was ATT:21, DEF:4, HP:60, SPD:1. ~SDC~
Makes sense to me. ~SDC~
[quote]Hmm.... I wonder if it tries to read all techs with IDs below the highest one in the game when it is started.[/quote] Yes, that would make sense. The highest ID number currently on my machine is 1107. I thought it was a little coincidental that it would accept up to 1106. This would also explain why my original notes say greater than or equal to 1000 mid-stream don't work (Impossible Tech is 999). It seems you can add Techs midstream provided their IDs are low
Yah, might have been. I'm not sure. My notes are unclear, I couldn't find an instance where my notes said 'Free-form Gas' equalled something other than research boost, but that's not 100% conclusive. I just don't recall ever getting anything else out of a 'Free-form Gas'. But no matter, it's definitely a wildcard now. ~SDC~
[quote]HFO - sorry if you've posted this already, but is there a resolution to the 'wastage' issue in social production, ie can you now build 'nothing' and not waste money?[/quote] Nope, the money still vanishes into the ether. Have they mentioned they might be changing this? I was under the assumption that this was a design issue they weren't prepared to revisit. ~SDC~
[quote]It would be good if this "sight" be given at a certain level of espionage rather than immediately.[/quote] I'd prefer if both this and the ship trading screen details were tied into a certain level of espionage. But in the absence of that I'm OK with the current system, it is definitely an advantage to the human, though. ~SDC~
On the Domestic Stats screen, it would be nice if Interest Rates obeyed the same line break system that Military Production and Social Production do. All three texts are too big, so are shown on two lines. For Military and Social Production, the % number is shown on the second line. For Interest Rates, the % number is shown on the first line. This is a problem because once you've got an Interest Rate bonus (sans mods only a couple of events have this effect), all of y
The bug, wherein you pay for one less turn than expected during Diplomacy trading, is still in. This is significant because the AI values 4000 for 1 turn more than 4000 for 0 turns, yet it is essentially the same amount of money. 'Course, with sufficient will-power you can keep yourself from abusing this bug, so it's not pressing. ;) ~SDC~
Here's what it looks like when you right click on a ship in the Diplomacy screen: http://www.ctuit.com/bill/Diplo4.jpg As you can see, you pretty much get all the information you could want- stats, location, even current hit points. Seems to not be intelligence based. I guess the assumption is this sort of thing, in times of peace, is readily available knowledge. Don't forget there's a whole layer of civilian traffic that's abstracted in the game. Any nation on this plan
Some follow up to the anomaly changes. There are definitely a smattering of new anomaly graphics for some of the old anomalies. They still operate the same but they sport new grpahics now. In addition, I believe there's a behavior change for the 'Free-form Gas' anomaly (might be wrong about this though). Before, to the best of my knowledge, when you investigated 'Free-form Gas', it behaved in the same way as the 'Research Hurricane', it would either give you a 25% boo
Here's another screenie: http://www.ctuit.com/bill/anom1.jpg Here you can see one of the new anomaly graphics. This anomaly type's description is 'Free-form Gas'. This anomaly existed before, but it's behavior has changed in the expansion. Before, to the best of my knowledge, when you investigated 'Free-form Gas', it behaved in the same way as the 'Research Hurricane', it would either give you a 25% boost to the current tech being researched, or it would give you a research as