The water aliens event's author must have decided that the PCX files that came with the game wouldn't fit with the event. Courage, Dangerous Animals, and Cryogenically Preserved Precursor use PCX files that are already there. Oh, and there's a second page of the library with a tech called Smuggling. It gives evil empires another trade route.
Nicolas Bossy
Licensing is kind of abiguous on this board. In the game, you can give or ask for licenses for Trade Goods, allowing the reciever's empire to benefit from the good as if they built it, except that they can't pass out licenses. The licensing talked about on the board is trading Trade Goods, Tech, Ships, or even systems to the AI's for BC's. You select what you want to give to them, then select on their side to give you tribute. Because of a bug, the AI will accept a lot of these deals, a
That's if you leave your empire named Terran Alliance. As I suggested earlier, take the initials of the empires and tack on SS.
Yes, very odd when you have 18 star systems. Did you take over most of those? And I've never seen the yearly report post how many colonies I have.
Never mind about the cultural influence. It turns out that the Xenophobia event was on at the time. I didn't realize that it was on, or the fact that it stops cultural takeovers.
Hmm... I've been getting the same thing, and another "String not found" for the I-League description. It probably has something to do with the UP and race data files. "String not found" may be an error message where the iostream library is called to write a non-existant or NULL string object.
Got it done. I did notice the AI getting lower class planets first, because it checks which planets are 15 or greater based on numerical order, not planet quality.
Oops, just remembered another. I can't set up a trade route with the I-League, but they can with me. I had two open routes when I tried.
1. Loading a saved game sets the espionage to extremely high numbers (but it helps me know you're using unsigned long ints for that). 2. I'm not exactly sure if it's a bug, but the I-League seems immune to cultural influence. They took over another minor race's planet in my sector (with 1000 influence) and for two years, I never even saw a skull and crossbones. I have seen other minor races defect through culture, but has this been taken out?
Maybe he's one of the Matrix AIs. He can be on the board and code simultaneously, doesn't need sleep, and doesn't have a family.
OK, now I've managed to see every empire do this. I've saved one game where I've caught it in the act. It's going from 1-4 to 6-1, even though there are decent unclaimed planets in 1-4, and it's very early in the game. Should I e-mail it to Brad as proof?
OldOrion, maybe the alarm clock comes up as an event, since most of the time the turns are relativly quick. I'm amazed that an off-hand suggestion got so much support. Should putting alarm clocks in TBS games be required? I'd say yes, because I seem to get addicted too.
I could suggest that if you take over a system that you have been trading with, the trade routes from your empire to it are dissolved automatically since it's now a part of your domestic markets. The whole point of the trade routes, as I see it, is to improve the economies and relations of the two empires by supplying goods that aren't produced in the other.
I don't know why you'd want to cheat when you can set all of the AI's to fool. Also, playing in Tiny or Small galaxies will make the game easier because they end quicker. If the events are giving you trouble, try updating to the latest version (events in easier levels happen a lot later now). The game's getting updated every day, if you don't know.
Let me put it this way: I understand how GalCiv plays a lot more than MoO3, and I've had MoO3 for over a month. It takes some time to understand all of the controls and what the benefits of the social projects are, but you should get the gist of it in under 5 hours.
Hmm... Strange that MoO3 comes with a built-in alarm, and GalCiv needs one. Maybe that should be in the next major update?
I've just seen it again today, with an Arcean colony ship going through two sectors that are out of its range to the closest uncolonized yellow star. Maybe this is a bug in the AI's colonization algorithm?
It's really hard to make ZoC make sense in space. Space is vast. Technically, I should be able to move a ship through an enemy star system because they don't span an entire light-year (Sol, for example, has a diameter of about 36 light-hours, if we say its border ends just beyond Pluto). Of course, then enemy fleets could pass by my fleets without encountering them.
Maybe having a number of ships in orbit of a system prevent the system from revolting in the same way it prevents culture shock?
Once you get the High Espionage message, you should stop spending money on espionage. It doesn't give you anymore benefits, at least as far as I've seen. I've had one game where I've spent 1 million billion (Why am I suddenly reminded of Dr. Evil?) credits on each empire, and haven't stolen any tech.
Building off Ancient Warrior's suggestion, how about the initials of the empire's name followed by SS? I know it's possible to do because I've done stuff like this in my Computer Science classes.
You get either communiques from them while on the map (similar to when you come in contact with them), or it pops up as an event. Maybe you're being attacked by pirates or a space monster.
The Cultural modules boost that sector's influence value when the game is calculating the influence value for that sector and the 8 surrounding it. If you need help understanding this, go to the Encyclopedia and read the write up on Cultural Influence.
You can rename your ships, allowing you to remove or change the USS part. I think if you look at the screen shots of one of Brad's gameplay examples (#4, I think), the Yor also renamed its ships to threats on his empire. LOL
It says in the manual that GalCiv can download AI strateges from the Metaverse and Stardock hopes to get it to the point where you can download an AI that plays like a specific person. However, manuals are written before the game goes gold, and so this might not be the case. Still, you can use this to prove that computer games do contribute to science.