Scott Jensen

Scott Jensen

Joined Member # 636902
0 Posts 0 Replies 24 Reputation

I have entered it in several times and it says it is not a key. I have paid special attention to each letter and number I enter. The only one I have a doubt about is one the looks like a "I". I've entered it as a lower case "l" and a "1". What can I do? This is the original game and not II.

1 Replies 4,142 Views

This Stardock interface is very poorly designed. I bought the game online and cannot find where to register it. I stupidly thought "stardockcentral1" was the updater and been clicking on it everyday and thinking it was updating my game. D'oh! Anyway, last night I had one of those Percursor fustrating-game-enders that I read here in the forums that no longer happens at the lower difficulty levels. Since I was playing a cakewalk game (trying out a new strategy and didn't want to be bothered b

78 Replies 6,074 Views

That cannot be Brad. I mean ... well ... he looks normal. Where are the bags under his eyes? His skin looks like it has seen daylight! And what's with that conservative haircut? Aren't all game designers required to look like they're on the fringes of society ... if not sanity? Or is this like the video of Saddam? Is this a photograph before Brad became a game designer and is now being circulated by his propaganda ministers?

6 Replies 459 Views

The game rounds all numbers down ... no matter how close you are to the next higher number. The only real option that I know of is going into the English file, scrolling to the bottom of it, and changing the PQ percentages you get. And, yes, it doesn't make much sense optioning for 15% over 10% as it is currently set up.

9 Replies 490 Views

There's a long thread in the general forum about what to do with wasted resources (nothing in your social build on a planet produces truly nothing but still eats up your money). What I'm wondering is if we modder can make a "trade goods" build option for each of the three queues. Possible?

2 Replies 252 Views

OK, I did that. However, I only found one monster in the monster file. Is there only one or are the others located elsewhere?

3 Replies 344 Views

I guess the next step is figuring out how to make a mod that others can use. The most I can do right now is open up the files and change them just for my game. :p Oh, and if anyone would like to make the mods I suggest, please feel free to do so. :)

3 Replies 265 Views

I played MOO3 and was very disappointed. Interface was absolutely terrible. Stuff buried in it and hard to find. It is NOT a hard game to win. In fact, it is the EASIEST game to win I've ever encountered. It almost literally plays itself. Like GalCiv, it's all about planet grab, but unlike GalCiv, MOO3's AI doesn't do much. Of the 21 people that I know bought the game, only one still has it and the other 20 returned it to the store. And the one that has it doesn't play it. He's playing

48 Replies 2,343 Views

Lucky me, my roommate is a computer programmer/analyst/jack-of-all-computer-trades. He likes GalCiv too and when I told him about wanting to mod it, he said: "No sweat if it is a simple mod. Let's just go find the text and modify it." "Sweet!", I said. So we do. So many things I'd like to try, but I wanted to start simple. I picked the abilities. We found them at the bottom of the "English" file. We did some changes here and there. Tested them. All seemed to work ... except two. <b

3 Replies 315 Views

Except for doing mass slaughter, the slider on the population is nearly useless. Is there a key command to put X amount of colonists on a colony ship? I fire off 100M on each and clicking hundreds of times (no, if you haven't played the game yet, am I kidding) to get the colonist boarding down to 100M for a colony ship. It's that or I don't have my most productive planets making them ... which is very tempting given how annoying this is. And why the game designers and beta testers di

8 Replies 361 Views

JavaScout, Thanks. Your and Za H's tech trees are sure a welcomed thing for this game. I would though really appreciate a tech tree for just the starbase modules. I was using yours until there was a point where figuring out where to go next with research for the modules wasn't apparent. I then went back to just blindly reseach tech until something would pop up. I think some links are not in your tech tree since after blindly researching stuff, techs showed up (sorry, I don'

114 Replies 40,548 Views

These are the mods, I'd like to see come about. I'd also appreciate knowing how to program them myself. 1) Space monsters off. To call them silly would be an understatement. Ideally, I'd like a switch on the game creation screen for this, but I'd settle for an all-or-nothing mod. 2) Good choice gets you morale bonus. Instead of only rewarding evil, this would at least give some reason to select good. And giving a morale bonus just makes sense. Afterall, wouldn't you be ha

3 Replies 265 Views

I like where we can take disadvantages for our race so we can take more advantages. Each one of the racial traits also offering negative choices. Maybe you could only take a maximum of 10 negative points in traits so you can take 20 positive points in traits overall.

689 Replies 27,087 Views

I thought that unless a module said specifically that it would only influence the sector it was in, that it benefit was galaxy wide. However... Stellar Wake seems to only boost those ships in its sector. Foreign Relations Center doesn't seem to improve Influence galaxy wide. Is there somewhere that clearly explains what each starbase module does on this score?

2 Replies 254 Views