[quote]The mods folder works as it was designed to work. [/quote] I thought that might be the case. Thanks for the reply in any event. :) [quote]If you want to actually remove stuff you have to actually edit the files in the data folder. I put up links to clean copies of the data folder with every release so that people can wipe out their modifications at any time. [/quote] That's the way I'll have to do it then. I'll probably include back-ups in my mod anyway, but
Bard of Prey
[quote]Is there a recommended difficulty level/galaxy size/race pick combination that will maximise my fun? [/quote] I wish I had time to respond to the rest of the thread, but for now, I can answer this... :) I've always found the hardest games of MOO1 to be on Impossible, Medium galaxy, max. opponents, and play as the Mrrshan (and the Strategy Guide agrees with me... ;) ). For a somewhat easier game, try the same settings with a stronger race. Either make a point of
[quote]Is there any reason to build the diplomatic translators anymore?[/quote] Sure... because you can, now that the minors aren't snagging them... LOL Seriously though, I agree with you. Quick-fixes to fix holes are all well and good, but balanced design is better. Hopefully, when they find the right balance, it will work itself out. (Btw... I've noticed that the AI doesn't seem to value techs the same way when trading with one another either, and will often trade ship
[quote]Bug - A PQ 14 world of mine that cultural rebelled and joined the Drengin became the Drengin's new capital. Not as in POLITICAL capital. Just the brown shield starting home world capital. It's influence did increase accordingly. It's nice to know that those traitors are so proud of their new people, and the Dreg are so proud of them, to make a cruddy little PQ14 world circling an orange star as their "homeworld". But it does look odd. [/quote] Actually, it looks to me th
[quote]My own tests have come to the conclusion that this information is wrong. Morality weight 5 leads to big changes in your alignment. Morality weight 1 leads to small changes. The only other relevant factor is the numerical change in your stat - not the maximum change, the randomly generated actual change. So a change of 50 (in diplomacy, economics, or whatever) will lead to a ten point alignment shift (the maximum) and a change of 7 will lead to a 1 point shift. Between those values, the sc
There are quite a few issues with the final stats, and not all from saving and loading either. My last game claimed that none of the races had researched any techs, and that my most productive research colony had been a second-rate world I picked up about 3 turns before the end, plus a few others I don't recall. I'd been playing quite a while since the last reload too.
Do you have a theme for the mod? If you got really ambitious, you could do some pretty interesting total conversions this way... like move the whole thing down to ground level and go civ-esque (cities instead of stars, military outposts for SBs, etc.), or a post-hollocaust struggle for world domination... even go fantasy or something really strange (star bases as floating citadels, ships as dragons, etc.).
Actually, something like this would probably work really well for GalCiv. IIRC, there are already some aspects of this in the code, as some random events are influenced by your espionage spending on another race. All that would really be required would be to expand the system with more such events, and put in thresholds where you had to have an espionage level of x against a certain race before the event could occur. This would not only make spying more interesting, it would
That's pretty cool. Are you going to go full out and change the ships to planetary vehicles, etc.?
[quote]I noticed the Church of Earth political party -does this mean that you will including religion (or at least aspects of) in the mod? (something I have toyed with in my own mods...though it is currently a mess )[/quote] Yep. As a bit of a teaser, the Mystics are in there for similar reasons... ;) [quote]It sounds and looks great so far[/quote] Thanks. I'm still working on the other half of the mod, and the bad news is that I'm not going to be able to do it thro
[quote]Looks interesting, I'll give it a try. Not much time to play lately but hopefuly, I'get to play a full game with it ^_^.[/quote] Excellent. Be sure to let me know what you think. :) [quote]You say you're going to scrap the whole tech tree and remake a new one? That sounds interesting. Is it a new concept for tech or just more of the same so to speak heh.[/quote] Well... sort of a little of both. It's still recognizably based on classic sci-fi, so old stand-by
It's good to know that you're still keeping up with patches for GalCiv, even incremental ones... although I shouldn't be surprised... ;) [quote]Star bases will be free at the easy levels.[/quote] Some scaling might not be bad here either (i.e. cheap-expensive, rather than just free-normal), although I do think that scaling the cost to galaxy size is a lot more important than scaling to difficulty level... unless the AI really isn't paying full price, in which case it makes a lo
Well, it kind of depends on what you're looking for. The reason that most mods don't affect your Metaverse score is that they apply equally to all players. So, if you added tech or ships or other bonuses to help your military efforts, then the AI would have access to them all as well. Besides, if there were a way for you to mod the game to give yourself an unfair advantage that DIDN'T break the game for scoring, most people around here likely wouldn't tell you about it anyway... :D <
[quote]Or am I misunderstanding what you're saying? [/quote] Probably not. :) They are weighted one way or another, but the actual bonus and the actual effect on your alignment are both randomized, and therefore not predictable at the start of a game. In other words, you can't say 'these 10 events will allow you to go up to alignment 90 if you take all the good choices', because those 10 events may get low rolls and only bring you up to 70 anyway.
[quote]What I had in mind for a logistics social project was not a global boost, but something like 4 "logistics" social projects give you a free starbase. (reduce your total starbase count by 1) That would help balance out logistics for map sizes. I wasn't thinking of a social project that worked like the achievment - a % dicount on all starbases.[/quote] Ahhh... then I've mistaken your point, sorry. :) If there were to be code changes though, it might be simpler to just add
I'm not really sure what their criteria are. What you can do though is periodically save the game and Retire (rather than quit). This will at least give you an idea of WHEN your score went bad (it will show a 0 for your Metaverse score), which should provide a clue as to why.
It looks like English.STR hasn't been updated to replace '%%' with '%'. I think I noticed it in one of the victory conditions dialogues ('spread your culture over 90%% of the galaxy'), but I assume the whole file was skipped. As others have pointed out (though not in this thread), the alignment descriptions in English.STR are also inverted. The last section of TABLEALIAS ForeignStats reads: [ChaoticGood] Saintly [Good] Good [Neutral] Neutral [Evil] Evil [Chaot
Actually, you shouldn't get anomalous scores from a mod, unless it seriously screws up the balance of the game (like huge bonuses to PQ, too much cash too early, etc.). As for the submission process, and whether or not the devs are still 'approving' mods, I have no idea... sorry.
I've been working on a major GalCiv mod lately, and I thought I'd release a beta version with some of what I've got so far. I've included everything that doesn't depend on the tech tree, as I'm still working on that. Anyway, for anybody who may be interested, here's the Overview: [quote] This is a beta release of about half of the full Balance of Power mod. It includes: 75 new starting abilities, rebalancing the old ones and adding several new types (including
[quote]I meant that the events would have set numbers of increase to those levels. So at least the number of events would exist to allow pure good and pure evil on any map.[/quote] Yes, but the way it's set up now, the actual alignment change from any event is random, so there's no way of knowing at the start of a game how many events would be required to bring you to a certain threshold... and even if there were, there's no way of determining how many events will go to the player and h
[quote]Is there any way to tell what political party an AI race has picked?[/quote] I don't think there's an in-game way, but once they've started having elections, you can quit the game (save first of course), and open up Debug.err in Notepad and it will show the election results for all AI empires.
I'm now playing a game in which I've modded literally everything... even removed the defaults from the Data folder. Out of curiosity, I retired the game to check my score... no problems. My conclusion... the Metaverse doesn't care about mods at all, it only cares about balance. As long as your mod doesn't give you ridiculous advantages, I can't see there'd be any problem.
What worries me a little is the idea that it just might be a display error... so, if you accept these 'empty' trades, are you actually trading something you're not aware of? If you reject them, do your relations drop?
[quote]Maybe the events should allow a morality of 90/10 at least on any map size.[/quote] Something like that would be difficult to determine... but what would be pretty simple, and a lot of help, would be an option at the start of the game to select 'rare', 'average' or 'frequent' events. The current rate could be considered 'average' (or even 'rare'). Btw... the alignment reversal issue appears to be an error in English.STR. I've 'corrected' it in my version (this is GC th
[quote]The bonuses seem to be any number between 1 and the value in the file. I've never seen it larger than the value in the file. Of course, if the file has a positive value for the good choice or a negative value for the evil choice the game will switch the sign. [/quote] Hmmm... I'd forgotten about that. That might explain what I'm seeing. It's still annoying, but I have a feeling I know why they did it that way... oh well...