Copying the directory might work, though that would could be promlematic when you do a version update. I suggest just keeping the mod installer around. It will backup your files, so you can uninstall and reinstall at will.
MadMaz
[quote]Look, the fundamental point that Papa makes (and forgive me if I get you wrong, Mr. P) is that GalCiv is very deep and complex, but badly documented. [/quote] I agree. Poor documentation is a very valid criticism of GCiv, but I think you're being really generous if you're summarizing P.'s post like that. And P., that's nice that you "came clean" but a lot of reactions were based on both your tone and the content of what you wrote. If you had presented it as just a list
You should look at the stats more closely, there's a lot of things that can be different (maintenance, speed range, sensor range.) I suggest printing out a copy of ZaiH's tech tree, it's not only got all the tech dependencies, but all the benefits and costs. And just because I used a graphic with seven smaller ships does not mean that it's statistically equivalent to stacks of smaller ships. Standard GCiv stack rules apply. Each individual ship will go up against the "strike group" o
I was considering doing a B5 mod, depending on how the star wars mod went, but you know what? I never really liked the space combat aspects of B5. It always felt tacked on and underdeveloped to me. In the big picture, of course it didn't matter. The character and impressive story arc were more than enough to make the show great. It's kinda like Stargate SG-1. I love the show, but the portion of episodes with space combat aren't all that interesting. Then again, making Ga'oul leade
I think you may have a few good suggestion, but given your attitude of "if it doesn't adhere to my vision of scifi realism, it's b.s.", people are hardly going to listen and certainly won't put the effort to pick out a few good ideas out of your sea of disgruntledness. Like someone said earler, games always have some level of abstraction, and with strategy games, balance is king. Balance that has realism may be a better king, but it's easy to understimate how much effort is required to make su
Thanks Tech. I appreciate it. It did take a while, and I certainly didn't plan on putting all that time into it. 3/4 of it was spent figuring out how to automate stuff so even though the first iteration of ships was pretty painful, by the end, it was actually kinda fun. In any case, I at least picked up a couple useful tricks.
I've never played it, but I was looking through some of their data files. It looked like you could do some pretty impressive stuff. I've heard many of you guys mentioning that you have played it back in the day. Is it a good game? And do you think it's still worth a go nowadays?
You can find the utility in the mod forum (click on the GC Mods button on the left if you're accessing via the web.) I think it's been up there for several weeks now, though I'm not positive about that.
Thanks guys :) I appreciate the comments. ato, I know what you mean; they are a bit small. I had to give up windowed mode since I usually run at 1600x1200. There's just not much you can do if both normal and capital ships have to be 64x64. It looked really weird having an x-wing be half the size of a star destroyer. On the plus side, stacking them sometimes produces interesting results. For example, it can look like the small ships are really escorting a big skinny ship in the mid
OK, whatever. Here's a link to the other thread http://www.galciv.com/forum.asp?BID=GF&ID=70778#70788 , since it's not stickied. To be honest, I don't know how this got stickied in the first place. I posted the full details in that thread, but to summarize what this new version has: --------------- 1.0 What's New? --------------- 1) 41 Ships! Various star destroyers, tie fighters, x-wings, a-wings, y-wings, millennium falcon-like ships, squadrons
Here's a true story. When I started grad school, I wrote this tesbed game for my resarch group. Basically it's a tank battle environment where people design intelligent agents that can battle each using this AI architecture called Soar. These tanks battle in a somewhat maze-like environment, so I needed to get a few tileable images to represent the corridors and walls with. So, I pulled some old Mac RPG, and extracted a few 32x32 cartoony icons for grass, rocks and a few trees, sorta like so
You can now just go to http://galciv.bsd.st/madmaz/ to download it.
You can download it now by following this link http://galciv.bsd.st/madmaz/. It's about 42 megs. And if a moderator could edit the first post to change the URL to this one that would be great. I seem to have gone over the time limit. [Message Edited]
Man something is wrong with the edit function. It's adding a mad number of line breaks. The above was after I deleted half of them. Anyway, here's the readme... [quote] ------------------------------------------------------------------------- MadMaz's Galactic Civilizations Star Wars Total Conversion 1.1 README ------------------------------------------------------------------------- I may have gone a bit overboard here, so I'm calling it a TC now instead of a m
Hey guys, If you're interested in this, you can get follow these links: GCiv Star Wars Total Conversion 1.1 Installer ht tp://blake.prohosting.com/maodi/download/download.pl?login=swgciv&link=ht tp://galciv.bsd.st/madmaz/GCiv_Star_Wars_TC_1.1.exe GCiv Star Wars Total Conversion 1.0 Music Add-on - http://galciv.bsd.st/madmaz/StarWars_Galciv_Music.zip Just to be clear, the second file is the same music add-on I posted
It's not my server. If you want to do stuff like that, fine. But anybody with a modicum of respect wouldn't have gone and posted it in this forum. Given your infantile attitude, you probably don't even get it. In any case, it looks this forum software doesn't like embedded URLs. So, I edited the above and added some unnecessary space to confuse. So to follow the real link, copy the URL, then remove the space between "ht" and "tp". Note that there's two of them, one in the beginnin
I see how you saw it. I guess LazyBastard has perms set so you can look in the directory. But thanks for being a tool and unnecessarily pissing me off right after I finished all that work. I appreciate it. In case anybody started downloading, you may want to cancel. I'm still in the process of uploading the final version. It's at 46% and should be done in about 20 minutes. And don't use the URL that guy posted. I'd like to run a counter on it. The URL will be ht tp://b
What the hell, Robuk? >:( I've uploaded 3 times in the last hour because I keep forgetting to include certain files. Why are you posting a URL and telling people to download it, when I don't even know if I have a version I want to release. Don't you think I would have posted it? And for that matter, who are you and how did you know I was uploading it in the first place?
Well, thank you :) You'll may be happy to know there is going to be a more than significant update, hopefully later tonight.
[quote]Is it at all feasible to rework the entire tech tree and have the AI still research the newer techs?[/quote] I know a couple of the AI use hard-coded research paths. So, for those AI's, I think the answer is no, but I don't know for sure. I guess it's possible that they can fall back to the algorithm that the other AIs use.
Try downloading something like Powerstrip or Rivatuner. They're pretty useful utilities. I use it to get higher non-standard refresh rates for 3-d stereo stuff. You should certainly be able to switch your refresh rate with it. Rivatuner requires an nvidia video card, though I don't know if it's enforced. Powerstrip should also work.
Brad has said in other threads that 2 or 3 AI's have hard-coded tech paths based on strategies of a few expert players. Though those AIs may still acquire modded techs via trade, my understanding is that they won't research them. This is especially relevant since the ones who do this, I think are the better AI's (the Arceans and Drengins, right?) As a result, if the tech mod has significant benefits, it creatainly gives players who use mods an advantage over those who don't, simply because som
In case you don't know, when you use a colony ship to transfer colonists to an existing colony the little ship icon won't appear when you put it over that planet (as opposed to the typical case when you put it over an uninhabited planet.) You can still click on the colonized planet to transfer the colonists. This seems like a bug to me, albeit a very minor one.
I don't think that would be considered a little-known trick, unless you're talking about the key mapping. It's just the basic group-into-a-fleet function that's commonly used. Hitting F is equivalent to the green and yellow little buttons that show up when you select multiple ships. btw, there is an unofficial manual that includes a good deal of additional information from forum posts, but I don't think it's been updated since late April. It can be found at http://www.brimstonedrago
Just because it's crashes when you load a save does not necessarily mean that your save file is corrupted. There are other problems that can occur at exactly that same point. For example, if Galciv can't find the graphics for something, say a new ship you're just added, it will crash right after the 100% indicator and right before the status screen. To see if it has something to do with the save, try starting a brand new game, saving it, then loading again. If you've installed any