PJ_

PJ_

Joined Member # 694750
0 Posts 1 Replies 647 Reputation

Yeah, but that's the score you'll get if you lose at that point. It gets multiplied by some number, depending on your victory condition. Your real score could be ten times that. ~SDC~

67 Replies 906 Views

I think I used up all my table knowledge with that, acutally. :) I really don't have anything else to add. [tr] starts a row, [td] starts a cell. Um, you can stick a bgcolor="color" in the [td] to change the color of that cell. rowspan=# and colspan=# inside the td tag would make the cell span multiple rows or columns. Honestly, all I know I figured out by opening a table in notepad and editing it. But all you need is plain old rows and columns, so you just need [tr]s and [td]s inside a

117 Replies 4,921 Views

An HTML program that doesn't do tables? What's it good for, then? You know, those tables are simple enough that you could do them by hand and just copy and paste it in. This only took me a few minutes: http://www.cs.rit.edu/~pjw9720/table.html ~SDC~

117 Replies 4,921 Views

I'm running 1.13 (latest version). Two major bugs that I know about in this version: (1) the tech tree got screwed up in this update, misplacing the prerequisites for Largs Scale Building an Xeno Intimidation. Megatron (or whatever he's callign himself now. He just changed his name and I don't remember it.) has hosted a corrected .tech file on his site http://files.galciv.org (direct link to corrected file: http://files.galciv.org/v1.13.zip). (2) The TechRevolution UP issues(the one where eve

264 Replies 7,792 Views

Ships start to dissapear when you've been playing for a long time. Like, five hours straight. It's the game's way of telling you to find something better to do with your time. ;) All I know about the save game issue is what David Ennis said: [quote]just like me she sent me in a email a test exe to fix the save game troubles in AP and it now lets ya load the save games whoopie :) [/quote] ~SDC~

408 Replies 16,148 Views

You can always increase destabilization spending on that race. Planets with lower morale are more likely to flip. Of course, they can counter that with morale improvements, propaganda, and lower taxes. Or, since cultural effects of starbases multiply instead of add, you could build another one and double your influence in that sector. At some point a wide enough gap will be impossible to resist. ~SDC~

5 Replies 236 Views

[quote]1st you said that I'll most likely have to start over, but then you said that CariElf sent you an E-mail with an executable Fix.[/quote] He was talking about the Altarian Prophesy expansion beta, which saves games in a completely different format (and then fails to load them, so I hear). ~SDC~

408 Replies 16,148 Views

I got the same thing in my current game. It said "We are interested in trading technology with you," but there was nothing on my side. Relations with them (Torians) were Wary, and it happened two times in three turns. Good techs, too. Star Federation and one other I can't remember. Torians are being really generous this game. Offered me Battleships for Nano Electronics, then Dreadnoughts for Organic Piecing. Odd.

2 Replies 105 Views

It's still a problem if you have mods with tech IDs over 199. If you've got no mods use the fix provided. Otherwise you can go through and renumber all your techs by hand or you can remove the TechRevolution issues. ~SDC~

8 Replies 188 Views

[quote]By the way, this time I tried to be completely ethical and choosing the most ethical choice every time the game gives you a mini-scenario. However, I still was awarded a label of "chaotic good". What does one have to do to be "pure good"?[/quote] Pretty much what you did, except more of it. ;) Your alignment goes up a certain number of points for every good choice you make. You just didn't get enough events to make it all the way up. That can happen on Tiny. ~SDC

12 Replies 506 Views

Yeah, I got it. I had no idea 2% increases to Creativity could be significant enough to cause anomalous scores, since you could buy 25% with 1 point and nobody seemed to know what it did. ;) I don't suppose you know/can tell any of the paramaters that we have to stay within to avoid going anomalous? ~SDC~

117 Replies 4,921 Views

Which means that what Stardock should do is prevent (or at least discourage) players from ending alliances. And make allied planets much less likely to flip. It says that they want to become one with the other race's destiny or something like that (when one of your planets flips, anyway). Well, if they're allys, then their destinys are already linked. There's no reason to defect from one to the other, because they're supposed to be united in all things. ~SDC~

9 Replies 385 Views