I do not use most of the mod you are using but try installing(removing) the mods one by one to see which one causes the problem. This will make it easier to decide what to do.
Jackey Jackey
[quote]I have used the sneaky diplomats party the past week. Are mods cheese if they are approved. Would unapproved ones be more cheesy.[/quote] Not to offend anybody but I believe making a political party to give bonuses for your direct playing style is a bit cheesey. If the negative bonuses you give that party dont effect you because of your game style, then they are not really negative. Having said that I have made a pirate party that I am now experimenting with :
I have checked and the improved mining works fine for me in either size (0 or 1). The rest of the mod pack seems to work okay although I have not gone to the end of the tech tree yet.
I thought there was a payout once the freighter completed its round trip journey. This is the reason I use speed bonuses to hurry up the traders. Its one of those things I have been told and never bothered confirming. :SURPRISED: If this is not the case then perhaps I should change my tactics.
I think it is +3% growth for planet morale of 60-99 and +6% for a planet for 100%. One thing in trading techs, I never trade Terracomputer.
I have MOM on my computer and have run it using a DOS emulator. It definitely needs an upgrade in graphics. The emulator works too slowly for the game to be very playable. The turns take longer than Galciv. :notsure:
Weyrleader, it is obvious Renegade used this tactic to avoid getting a zero score. To try and justify it as a legal tactic is nonsense. Once you start the game there is no way you should be able to alter the data for the game play, in this case the political party. It seems that the game itself recognised something was up (hence the anomolous score)which lead Stardock to suspect something. JT, I agree with your sentiments...
Dull? next time give them about 10 turns to get on their feet. It wont be dull for very long. :)
On the beta I managed to get the starbases working by changing the SB identifier number. They were from 0-29 which clashed with the standard Galciv SB identifiers (0-57 I think). This made the new SB improvements unusable. Once I changed them to 59+ (or 58+ cant remember)I had no problems. I did this using a word processor.
I believe they both work as long as they aren't in the same sector and the trade route goes through both sectors containing the starbases. Dont forget to add speed bonuses to the star bases to ensure your freighters go that little bit faster. [Message Edited]
While I appreciate the mods that Renegade has put forward on the Metaverse and the fact he was a fellow pirate I do believe what he did went beyond cheese. To intentionally alter a game so a score (which otherwise would be anomolous)could be submitted is definitely cheating (intentionally or not). As to Stardock actions I believe they have acted fairly in this regard. Obviously they saw something they thought was suss and acted. It does not seem arbitory or caprious to me.<b
The ability to pay the pirates to raid other civ's shipping lines would be cool. Also the ability to produce your own pirate ships (no civ identity attached) would be great (eg Civ III). You could raid with no colours flying with a percentage chance of being caught. This percentage could be based on the spying abilities of both civs. Lets face it spying in Galciv is one area that could be improved. ;)
It is the easiest combo to win with, in my opinion. If you play the standard alignments then you generally end up joining with the Altarians and Torians. Whereas evil tends to fight seperately. Once Paladin ships come along it gives you such a big advantage over the evil civs. After the evil civs are gone you can then turn your attention to your former allies :) This has no bearing on your alignment. I have found the Torians generally pick up treachery faster
I did as Peace Phoenix suggested and changed the speed bonus from +3 to +30 in the political party file and it worked. Colony ships start with a speed of 5. The only thing is that it shows up as +30 speed under the Party description. Minor problem though. The party itself is great for the initial rush but after that you tend to cop a hammering due to the lack of military force (ie party negatives). It didn't help that I turned evil and the good civs dominated the gala
Nano electronics and drones quite often get me battleship and dreadnoughts respectively. Never had any anyone want stellar cartography though ;p
I used the word processor 602 with track changes highlighted. My guess is that unless you have that program with the same tools activated you may not be able to see the changes. Are you using MS Word, if so try using it with the track changes option activated. If not I can revisit the files and change the colour of the font of the changes (probably what I should have done in the first place) ;p What program do you use to write the mods?
Poison bait for the Torians :)
Email sent
5. Black matter antimatter tech shows up strange on the Empire trading screem I think the name is too long for the narrow screen when attempting to exchange techs. It jumbles with the tech below it. This does not prevent either techs from being traded though. I will see if I can send you a JPEG of the result.
Before I would pre-order I would like to see some idea of what Stardock propose. I do not require great graphics (case in point Galciv). I dont even watch the video scenes after the first couple of times. I agree with Coplann and would settle for a modern day MOM.
I had to cut this from my email as you email address keeps rejecting my attempts to email you. :notsure: Good work on the Beta. I think the mix of new ships is good as they provide defensive capabilities that were previously missing. I do think that the range of the Patrol should be toned down to zero so it does not make the drone and survey ship obsolete. The Interceptor is great, I believe short range fighters shot have a lot more killing pow
I think there should be a description of what should be happening before you actually begin Mission 1. It tell you a little bit of the history and the two objectives: Avoid war with Altarians, and Defeat the Korx.
I'll type it out and send it to you today, your tomorrow ;)
Do you mean by using "ctrl N"? If not then I can only think you could only submit that game twice and anymore would not show up.
Icho, I have completed two games (5 gmaes all up) through to the tech end and built every ship (incl OmegA), social project and apart from my points made above, every thing seems to work well. :CONGRAT: :CONGRAT: I have made a list of comments and some spelling corrections if you are interested. If you want I can email them to you. I have had no problems submitting the maso games I have played. :HOT: [Message Edited]