The Rusty Gamer

The Rusty Gamer

Joined Member # 664570
4 Posts 16 Replies 11,030 Reputation

I bouglt the Gold edition yesterday. Everything ran fine after the install. But when I updated to 1.50X.068, then when I tried to run the game (via shortcut) it said there was a problem activating the game (I know the serial number is correct and it was correctly registered). (Updating the original part of the game to 1.50.095(without the add-on part) is fine by the way. That still runs OK.) Then I tried to run Smart exception (which have also just updated) and it came up with the follo

42 Replies 18,545 Views

An scenario option (the ones that change the rules) when starting a game for "Slow Start". What this will do it give you absolutely no ships at the beginning and NOT have a spaceport built on your planet. You might want to halve the intitial population too. Personally I'd also like to see the cost of a spaceport increased at least 5x but I know this can be done in a mod. In fact, I'd like to make a tech requiement for it too.

437 Replies 247,640 Views

I jhaven't been able to find the editor on my hard drive. Is it just on the disk somewhere? Anyway, one thing I'd like to see is a "Nomad" option. All you start off with is a colony ship. You need to search for a home planet. Meanwhile, in my experiment with modding, I've cut initial industry to 1/4 of what it was, and also cut back intial farm output to 1/5. This means you have to make hard choices about building factories, farms etc earlier on. I've also droppe

34 Replies 23,674 Views

ok, i figured it out. u have 2 go into the galciv directory within my games within my documents and remove the race configurations. Now the customised race has 0 logistics! The increased cost of the starport worked too. Still get starting ships (even with no logistics) and it still builds a starport. But getting there...

34 Replies 23,674 Views

Ok, the only thing is appears to have ignored is me changing the "customized race" - setting logistics to 0. It also appears to have ignored me removing starting techs. But...I removed research points from the main city structures and WOW! That works! Now you have to build a research lab before ANY research starts. I also changed custom planets to have a class 1, a class 2, and a class 3 instead of useless class zeros and that worked too! I also moved Stellar cartography until after "sensor3" bu

34 Replies 23,674 Views

I've just tried some direct changes to 3 files within the English folder but when I started the game, it appears to have ignored my changes. Why?

34 Replies 23,674 Views

I don't know how to mod but this is basically the mod I would like to see -a slow start & expansion mod. - No starting ships - No starting technology (which can already be done with custom race but make it default) - No starport on first planet - No abiltiy to build starport until a certain technology requirement - Starport build cost 4x or 5x than it currently is (it's too easy/quick to build them right now IMO) - Logistics begin at 0 (must resear

34 Replies 23,674 Views

I'd like to see an option to be able to start at a very basic level. No ships or starport to begin with - not even the ability to build them - logistics, scanning and range are at 0!. Only the surface of your starting planet to concentrate on. You have to research space travel and then you can build a starport and you can but you still have to research to build colonisers, constructors, scouts and you have to research range, scanning and logistics befo

85 Replies 53,540 Views

One of the problems with the AI in this and other games (Age of Empires comes to mind) is that different AI levels use a level factor of some sort but the level is fixed. So all the races finish things at about the same time, do things at the same time, discover techs at the same time, have the same cost to reach each easponiage level etc. My suggestion is that while the AI level should average to whatever factor it is set, that each turn or

13 Replies 9,916 Views

I also noticed that if you spend the same money on espionage on each of the races, you reach each new level of spying on them at the same time. It reminds me of how all the AI races in AOK (with the occasional exception) all reached the next age at the same time. There should be some sort of random element that makes espionage non-linear. Perhaps if that race is also spending espionage on you that a certain amount of spending is cancelled out or perhap

85 Replies 53,540 Views

I understand the 1.1 patch will have the option to randomise the races. Can we also have the number of races randomised please? Also, is there an option for random map size? (I don't know myself cos at this stage I only have the demo). If we had that option then you could also have the mini-map only show your imeddaite area until to explore further and then gradually resize as your search expands, a bit like what happens in Civ 4. I don't t

85 Replies 53,540 Views

I've updated to "Prelude to War". Almost immediately I found a bug! The bug is I can no longer run the original campaign. After loading it comes up with blank screens (though you can still see and click on the interface). After clicking on "Menu", it crashes to the system! ~SDC~

19 Replies 1,482 Views

Enough of this boring linear technology research. Some research should only be triggered or enhanced by certain events. For instance, it is only when you have to do a battle in space, that your researchers begin to get an idea about increased attack or defense. Or it doesn't occur to your researchers to work out how to terraform a certain type of planet (ie barren) until you discover such a planet. Each encounter with other races, planets or other incidents could prompt the beginnings of new res

192 Replies 51,557 Views

We need the option to randomize just about everything. It would be good to see this game extended beyond US politics. Different maps of different countries to play politics in. Perhaps the UK, or Europe or somewhere else. Some countries are more repressive and try to corrupt the voting count so there would have to be a way to try to combat that. Perhaps you could hire armies to help "persuade" voters yourself or create a coup depending on whi

5 Replies 16,143 Views

I understand that the new technology "logistics" does something to limit starbases but could it be used for an efficiency factor as well? You could have a UP proposal that might come up to try to limit the number of starbases in a sector for an individual race or total number per sector regardless of race thoug this may already be in the game, I don't know. Effieciency could also be applied a different from the way I mentioned in the first post by applying it evenly over all yo

7 Replies 321 Views