Ok. It finally took. The "I" was lower case "L". However, now I cannot update it due to the same problem. I entered it EXACTLY how it was accepted by the CD.
Scott Jensen
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.
DOH! I meant to type: "I bought the game RETAIL and..." And what's with the lack of edit, check spelling, and preview??? Come on, these are standard features. Not having them makes these forum rather amateurish.
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
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?
Is this the only way to get a Precursor? I've been given notices that the AI has gotten it a number of times, but I've never gotten it. Even though I took a point in luck. :p
Like in MOO2.
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.
Simplest way is simply go into the files and increase its speed. Or that would be my guess.
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?
1) Any ETA on when it will ... if it will be fixed? 2) I'm willing to experiment and see if it can be made to do so, any suggestions?
OK, I did that. However, I only found one monster in the monster file. Is there only one or are the others located elsewhere?
Dahkath, Yes, you've got to keep your colony ship populations small or you have instant morale problems on the planet. The better the planet class, the more you can send ... but 100M works with all and I just use that number to make it a bit easier and quicker to do.
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. :)
JavaScout, It doesn't always make it too clear which is sector-only and which is civ-wide for the starbase modules either. :p Sometimes it does, but other times (i.e., Stellar Wake and Foreigh Relations Center) it doesn't. A little help here would be appreciated. :)
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
I am referring to moving the cursor over the bar and holding down the button. If you move it to the left to try to get the smallest amount possible, it can be in the hundreds which is too much for new planets. This is simply bad game design. I like the game though. Just not this feature of it and it should be fixed.
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
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
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'
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
The only one I saw by you was the frozen percursor one. :(
Until Brad and company put a sticky on this thead... *bump*
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.
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?