Peace Phoenix

Peace Phoenix

Joined Member # 809893
0 Posts 365 Replies 12,580 Reputation

Here is the history for 1.21 *** The save game format has been changed. *** *** Finish your games before updating. *** + Compatibility changes to some of the data files for Altarian Prophecy + fixed mini-freighter crash + fixed stuck mini-freighter bug + fixed rallypoint image not restoring after loading save game + Save games now save definitions from the data files that were loaded when the game was created. This means that if you add or remove mods to ei

6 Replies 216 Views

[quote]Does the AP work the same way ?[/quote] I would guess that 1.51 AP work the same way. The better way to check it is to start a game with a political party from a mod, save the game, exit galciv, the remove the party from the mod folder, restart galciv, load the game and see it everything is right (ie you have your party and when election appears, your party can control the senate and you benefit from the party bonuses). [Message Edited]

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[quote]Thanks Peace Phoenix - does it mean that I can upgrade GC to 1.21.099 (from 1.20.098) without waiting to finish my last game? (yes, the Drengins are still there)[/quote] Nope. The game must have been created in 1.21 since only this version provided a self sufficient savegame. But you can always create with SDC an archive of the version 1.20, download the version 1.21, create an archive of the version 1.21, then restore the archive corresponding to 1.20. So you will able

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Reading the history change from 1.21, I see that the data files (in Galciv/data and Galciv/mods/data directory) usable at the creation of a game are saved into the savegame and used when loadin the game, meaing that adding/altering files in these directories has no effect when loading a savegame game. This feature is announced as being an anti-cheat feature. But I see other benefits from it: - the savegame is self sufficient for playing the game, meaning that no longer are the files need

6 Replies 216 Views

[quote]# Ship Design #You will have ship design. You will be focusing on the actual components. You will have X number of "class slots" (we will have this for ease of refitting ships in space on the fly for you). X will probably be something like 8 or 10. The way your ships look will depend on your components. The 3D engine will put the pieces together for you visually.[/quote] Does this mean that ship's design will be like Ascendancy where the point was to always put the most powerful

192 Replies 51,487 Views

One small request: since when changing slider, the production on each planet are correctly calculated for showing ETA on military and social production, could it be possible to have the same with research: that the research screen give a correct ETA based on the free research really disponible and not a buffered value?

138 Replies 14,734 Views

[quote]Suddenly, although I am able to change the values of the various options in the domestic menu e.g. military, social, research, tax etc, all my colonies are producing 0 of everything. [/quote] What is your treasury? If you are below -500BC, you won't produce anything and you are forced to spare everything until your treasury is above -500BC

4 Replies 228 Views

[quote]So is this a bug, or are there special conditions which might apply to this new starbase (no star systems in the same sector).[/quote] You have a number of free starbases (ie cost nothing) based on the radius of the galaxy. After that, the cost inscrease linearly for each new starbase you want to build. But there are some improvements that increases your logistic ability and will reduce the cost of new starbases. This was introduced to prevent some abuse about building s

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[quote]what kind of strategy is that? [/quote] I guess that the Drengin were in war preparation and the official order was to build anything that would help ships :)

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[quote]This would require some tweaking of all the major factors, or even a redesign of some basic component, but - why not?[/quote] Well, the computer screen is 2D. So it could be really annoying to view clearly the influence in various sectors, like the tactical map (F9) can do. Or it could be really difficult to choose a particular star system: some rotating, translating would be necessary to do it. And I am not sure that it will help the fun factor: if the interface is

116 Replies 4,338 Views

[quote]1) I am currently playing 2 games in GC 1.21. Will the games be affected by the upgrade? Will the game dynamics change?[/quote] The only change I can see is IF you want to submit games to the metaverse, since you would need to reguster your Drengin serial Id [quote]2) Will I be able to play plain vanilla GC after the installation or I will have the "upgraded" AP version only? [/quote] From my understanding (I don't have AP), yes: Galciv and AP have their own executable. S

138 Replies 14,734 Views

Lord Seyton, what is your difficulty level and your galaxy setting? And for influence, be warned that every system has a base influence. It is 21 for Sol, greater than 10 for stars with class PQ 15+ (yellow and purple stars). But for all others systems, it is generally 0 or 1 (but there are some rare exceptions). As improvements and empire influence bonus works in percentage, taking class 12 or below planets is rarely a good move for influence, especially at the beginning.

47 Replies 7,587 Views

[quote]BTW, how do you get all those interesting pictures at the bottom of your post?[/quote] You need to register your player in the metaverse ( see here http://www.galciv.com/playerreg.asp) and submit games to metaverse when finishing them (the internet connexion must be active when the end summary screen appears). The legends for all the pictures are here http://www.galciv.com/metaverse/legend.asp. And the first picture correspond to the empire, for those who are affiliated.

4 Replies 448 Views

[quote]SBmoduls from mods disapeared. They dont show up in the Tech tree amd cant be build[/quote] It is the case in 1.21 for standard SB modules: they don't appear in the tech tree and when trying to imporve a strabse, nothing is available. And the only mods I have are : Research.inc, mini-colony ships, mooser anomalies and Tugoz' star replacement.

138 Replies 14,734 Views

[quote]This would be similar to MOO and other building games in allowing you to dump your social production into the economy[/quote] I am afraid that this feature is not available in GalCiv, as it is a design choice: money is wasted if it isn't used. More there is a different philisophy between Galciv and other 4x building games like Moo2 or Civ (1, 2, 3): In Galciv, you get money and you decided how to use it (in production or not). In the others, cities/planets generate

1 Replies 146 Views

[quote]Under the Products tab on the Stardock website they mention TotalGaming.net as the new name for Drengin.net and in that paragraph under TotalGaming.net they also list some games I haven't seen listed before[/quote] Let's see what is written : TotalGaming.net (formerly called Drengin.net) is the ultimate gaming network. For a single fee you get all the games already on it plus everything that is added onto it for a year. These games include Galactic Civilizations, The Politic

52 Replies 3,109 Views

[quote]2. Turn off ship animations[/quote] I will say turn off any animations, don't follow ships, don't watch AI battle ... And in order to be able to have quick turn, you need to avoid eveything that waste time. And ships management can be tedious. One strategy to win fast, is to go for an alliance victory with all majors AI and playing a no ships games (not even constructor). And to reduce freighter management (since trade is really nice on gigantic), buy the freighters

14 Replies 315 Views