Something unusual that may explain the fast tech research for my Tiny game. When I restarted my Tiny game from the first turn, I noticed that Communications Theory now only requires 20bcs to research and Universal Translators 10bcs. I started a new game to check that I did not accidentally use any custom rules accelerating the tech research. I started a Gigantic game and the costs were normal (50bcs for Comms Theory). Were the research costs tweaked to make them relative to Gal
Ray the Wanderer
Hmmm... I saved my game then enabled the cheat codes to test out the Maso bonuses. Afterwhich, loading my save and autosaves gives me a CTD. My first turn save loads fine though. Will see if this is once-off. ~SDC~
From the SDC help files: [quote]Archiving and Restoring Right-click on a component to access the options to Archive a component. If the component is already installed, you will be creating an archive of it at that level. Selecting the Selected App & Extra Files option will also archive any additional skins or themes you may have added for use with the application. If you have not yet downloaded and installed a component, you can still use the Archive function. In that
Was trading techs as usual but I noticed that the Altarians seem to have high diplomacy as well even though I took max diplomacy picks. So I used the cheat codes to max out espionage to see if the Maso bonuses have been changed. Didn't take the time to sieve through exactly but Altarians had +84% diplomacy (to my +90%). The lowest an AI had was +54%, so the base Maso bonus is probably +44% with a +10% accorded by the Diplomacy tech. The Altarians probably took other diplomacy picks at s
Not a 1.13 bug but have been around for some time. When you spy on the AIs, the abilities in the Diplomacy/Stats screen do not scroll, so if there are more abilities than the space allows, the rest just can't be seen. ~SDC~
Started a Tiny Maso Random game in 1.49b. Maybe it's the fact that diplomatic relations are quickly established on this tiny map and tech trades have been firing but Alts with their 2 systems already have 15 techs in March of the second year. Alexians do want want to buy techs for cash any more. :( :) ~SDC~
Congrats vincible on the double 1000! Congrats to all in the Fellowship for achieving the 1000 battles landmark! :CONGRAT: Just checked the empire page. We are in fact on 1001 battles. U sure you got the 1000th, vincible? ;) ~SDC~
xtechs.zip is the one you are looking for. Since it replaces the .tech and monster.ship files in the data folder, Cari is suggesting that you make a backup of those files. ~SDC~
Ok, GoodVsEvil rules looks like it starts off with Humans, Alts and Tors in one team and Dregs, Yors and Arcs in the other. The alignments of each major can still be changed in the setup but the team compositions remain the same. ~SDC~
The new majors are not out in the first beta. :) ~SDC~
Have you clicked "Show pre-released versions"? If you still can't see it, maybe you should reinstall your SDC? ~SDC~ [Message Edited]
The Campaign Editor is straightforward. It's simply allows you to include Prologue and Epilogue descriptions and to string a series of scenarios/maps together into a campaign. ~SDC~
Have you updated your SDC? You need to go to Settings to "Check for SDC updates on startup". ~SDC~
Scenario Editor. I'm describing the functionalities. Info tab allows you to insert descriptions for the scenario and at victory and defeat. Team tab allows you to setup teams among the majors and to rename the majors. Universe tab allows you to alter the technology rate, velocity (I'm guessing base speeds) and population growth from Very Slow to Very Fast. It also allows you to alter Morale, Ship Costs, Starbase Limit and Influence from Very Low to Very High.<
Checking just in case - are you a Drengin.net subscriber? And did you update your SDC? ~SDC~ [Message Edited]
The AP beta comes with three new modules - Map Editor, Scenario Editor and Campaign Editor. I've just tried the Map Editor. Don't think it's ready yet because it lockuped my PC twice. ~SDC~
No need to, Marquesa. Just apply the fix as described by CariElf above. I've not encountered any problems with 1.13 since. ~SDC~
It's a new line under the Galciv 1.13 one in the games tab. ~SDC~
Smart Exception Report for the Minors screen CTD [quote]OS Version : Windows XP Video Card : ALL-IN-WONDER RADEON Application Exception code: C0000005 ACCESS_VIOLATION Crash Addr: 005E2B2B 01:001E1B2B D:\Program Files\Stardock\Drengin.net\AltarianProphecy\galciv.exe Processor Registers (x86): EAX:00000008 EBX:00000000 ECX:00000008 EDX:7EFEFEFF ESI:005A9509 EDI:02A61E31 CS:EIP:001B:005E2B2B SS:ESP:0023:0012FB8C EBP:0012FBF8 DS:0
Observations of new stuff: In the startup screen - galaxy settings, we have two new drop lists for custom map and custom rules. There are two custom maps and two custom rules in the beta. The first map - Stronghold, is a 3 teams of 2 game with the human starting smack in the middle with more ships than normal. The second map - Council Ring, is also a 3 teams of 2 game but having all 6 races starting smack in the centre and within a couple of parsecs away from each other. Team g
The Council reconvenes for the Altarian Prophecy Beta that has just been released. Put your comments, feedback, bug reports here for easy access by Stardock and also for the Drengin deprived to let them know what they are missing. ;) ~SDC~
I missed it initially too, Smeagol. It's a new line right under the usual Galciv game line (1.13) in the Games tab. ~SDC~
Welcome to the Fellowship, mdrcmen004! :CONGRAT: I'm downloading the beta right now. :) ~SDC~
Time for me to call it a night. Hopefully, the beta will be up when I'm up tomorrow. ~SDC~
His call is not coming from the Dark Side, Mayito. It's very likely to be coming from a particular military bunker. ;) ~SDC~