PJ_

PJ_

Joined Member # 694750
0 Posts 1 Replies 647 Reputation

90, actually. And the prerequisite for Large Scale Building should be 1D Phasing, not Hyperwarp. There were some corrected files for that version floating around, but I don't know if they're available anymore. Probably not a good idea to switch those mid-game, though, since they also change the tech IDs. You could just go into GCTech.tech and change the prerequisites without causing trouble, though. And get rid of the TechRevolution UP issues in the data/UP_Issues directory, since I think t

6 Replies 258 Views

I know I've seen an order form for mail orders, but I don't know where to find it. Email [email protected] . They'll be happy to help you find a way to give them your money. ;) And I know that Stardock has had some problems with their publisher, and I've heard that Strategy First isn't even interested in publishing the expansion, so don't expect to see it in stores anywhere any time soon.

21 Replies 850 Views

[quote]Cari said that I'd tripped the PQ flag. 40% PQ ability is the biggest you can have [quote]If the PQ flag is the one that trips, then there must be a time limit on it, i.e., it must flip early in the game. I have had games that do submit with plantes that start out as 20-22 and get all the way up to 120. That is certainly more than the 40% rule.[/quote][/quote] It doesn't look at the individual planet's PQ bonus--even without mods you can get that above 40% easily--it loo

9 Replies 271 Views

What about the gigantic tax income that comes with the number of planets you have in a gigantic galaxy? Doesn't that already make up for the fact that you have more resources to grab? I know that in my current Huge game I've never run into a situation where I couldn't just turn spending down for one turn to get the money for the starbase I wanted. ~SDC~

42 Replies 1,970 Views

The blocks of text describing the races seem to be stored in english.str, the first one being called "[0Report_Good_Dumb]". You could probably edit that file so that they're all the same if you don't want to know untill you're playing how good they are. Or you could just cover that part of the screen with your left hand so you can't read it while you're using your right hand to click the "Random" button. Whatever works for you. ~SDC~

5 Replies 187 Views

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. ~SDC~

44 Replies 8,085 Views

[quote]And so we arrive at the impasse over the original question. Race A&B allied. You make peace with A, but B is too powerful, you remain at war. Next turn, Race A returns to war with you. Is this wrong? I say no it is not. I think Race A was just as intimidated at B as Humane was.[/quote] If this is the case then A should simply refuse to make peace with you. Put up a message on the diplomacy screen saying "B would not be pleased if we made peace with you. Negotiate with them firs

19 Replies 482 Views

This http://www.galciv.com/browser/msgboard.asp?id=138505&BoardID=GF is currently the place to anything that definately looks like the game is misbehaving (for instance, in versions prior to the latest one, the computer players could build anything you put in your governor's build queue whether or not they had the technology for it). If the "cheating" is more along the lines of "How can they possibly produce ships so fast?" it might be a better idea to make a post here or on the strategies foru

9 Replies 353 Views

You're right about that, allies shouldn't be very pleased with you if you agree not to help them. In this case I think you would be required to support your allies in some other way (financially or by providing ships) in order to keep the alliance. That kind of violates the spirt of your neutrality agreement, though. ~SDC~

19 Replies 482 Views

NOD, if you've noticed a specific instance of the computer "cheating" (not counting the bonuses it gets on the two highest difficulty levels) you should probably bring it up in the bug reports thread. ~SDC~

9 Replies 353 Views

Autopilot also works the same way with freighters establishing a trade route, transports invading a system, ships moving into orbit, colony ships colonizing a planet, terror stars blowing up a system, and constructore upgrading a starbase. ~SDC~

9 Replies 353 Views

So the AI is exploiting a bug? I can't say I like that theory very much. :D I really like the idea that I had in this thread: http://www.galciv.com/forum.asp?BID=GF&id=112114#112314 , which was to have peace negotiations be between groups of allies, not just two civs at a time. Huge redesign, but something to keep in mind for GalCiv2 if anyone from Stardock is listening. Since that's not feasible, a second option is for you to negotiate with one of your enemies and

19 Replies 482 Views

Does your income really decrease? I'd noticed the drop in net income when I put a higher percentage into research, too, but I wasn't paying attention to income and just thought it was because my research capacity was so much more than my production capacity. ~SDC~

13 Replies 2,512 Views

I like the new (I assume) message that I just saw in this version. The Altarians made it clear that they weren't declaring war on the people of the United Earth empire, but rather fighting to free them from my tyranical regime. LOL ~SDC~

8 Replies 3,347 Views

That's right, you can never have more than 10 trade routes. Sometimes when I double click on a system to bring up the planet screen and the star was in the same part of the screen that the military or social projects are it registers as a click there and changes the project. Could that be the cause of you problem, Weyrleader? ~SDC~

285 Replies 17,006 Views

I just saw a morale resource on the edge of my sensor range dissapear and a Drengin resource starbase appear on the square above it (the constructor had been approaching from above). A clue to the two-adjacent-starbase bug? ~SDC~

285 Replies 17,006 Views

I though that was fixed a long time ago. ~SDC~ I haven't tried to use it, so I can't say for sure, but I know people have said that it doesn't work. I think it's also cheesy that they would trade with you at all after they had lost their last planet. No possible trade that didn't involve you giving them a planet would help them win the game, so they just shouldn't do it. [Message Edited]

9 Replies 356 Views

You got my hopes up thinking that Stardock was releasing some cool new product I hadn't heard about yet. I was dissapointed when I realized he was talking about the orignal GalCiv and looked at the date. :( ~SDC~

10 Replies 409 Views

[quote]Another goodie is when colonizing I found a yellow star with a 16 planet on. When I colonize the planet it changes to a 12 but the star stays yellow.[/quote] A pure good race got to the planet before you, took a -PQ morality event, and abandoned the colony. I've seen the exact same thing described before, only it was the player who colonized the planet and then abandoned the colony. The PQ penalty appeared to dissapear, only to return when he tried recolonizing. ~SDC~

285 Replies 17,006 Views