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#26
by Citizen Eliterep - 4/13/2004 8:16:57 PM
I still dont understand how to enable the mods to actually work. Do i download them or do i have to type the information in the mods folder.
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#27
by Citizen nVariance - 4/14/2004 9:43:15 AM
Once you have the mod files in the appropriate folders, you must select the 'Enable Mods' option from within the game. This will require that you restart the game before mods are fully loaded, however. Instead, you can edit the Prefs.ini file and set the 'EnableMods' key in the 'GameOptions' section to '1' (without the quotes: EnableMods=1), and then start the game (which, in this case, will fully load the mods without having to restart).
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Icho Tolot, 3 systems man you rule the PC world! I have all I can handle with one PC thank you very much.
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| What if I make a political party what makes my abilities VERY high? Is that fair? |
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Well, you must be aware that the AI will choose their political party in the same way that you. So if you make a too good party, all AIs will take it.
Take a look at the pol party research.inc in the mod library. It should be instructive.
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#30
by Citizen Jourin - 9/4/2004 12:41:32 AM
Starbase modules not working with mods. I have no modded starbase modules, just techs improvements and events. I have moved them all the main data folder. I have even copied them into the original file name, but starbase modules still do not work.
HELP! - major bug with last patch!!
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#31
by Senator CariElf - 9/10/2004 4:36:13 PM
I don't know why the starbase modules would stop working if you're using mods. Can you e-mail me your debug.err file? Maybe there's a error in one of the mods that you downloaded.
carielf@stardock.com
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| . I have even copied them into the original file name, but starbase modules still do not work. |
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Have you started a new game? Because modifications made on the data folder don't have any effect on savegames.
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#33
by Citizen Jourin - 9/14/2004 4:13:57 PM
Carielf,
Thanks for the reply. When I get back into town, I will e-mail the files.
Peace Phonex,
Even when I start a new game with mods, the star base modules do not work. If a start a new game without any mods, then the starbase modules do work.
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| Even when I start a new game with mods, the star base modules do not work. If a start a new game without any mods, then the starbase modules do work |
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Are the numbering of modules continuous? Has the book end module a number greater than all other modules?
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#35
by Citizen Jourin - 9/17/2004 12:35:14 PM
I will unable to send the files as requested. The power supply on my computer failed. The service center decided to replace my hard drive without copying the existing data, and not all files were backed up. I no longer have the GalCiv files, plus I must reload the base game, plus redo the modifcations. Made the mistake of trusting the serice center with my hard drive, fortunately most of the data was backed up, but still not all.
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#36
by Senator CariElf - 9/21/2004 11:07:59 AM
Jourin: that's terrible.
Good luck with getting your computer up on its feet again.
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Ok i just reinstaled gal civ on my new computer and downloaded the expansion, there is NO mod folder that i can see and no in-game option to enable mods that i have found. am i missing something? where am i supposed to be looking for these things?
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I don't think the options appear until after you launch the game for the first time. i just started the game and exited and poof there was a mod folder! maybe i am blind but i swear it wasn't there before...anyway sorry for the double post
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I did not have the Mods Folders either after saving with Stardock Central and install again.
I don't know if the Mods should come with the saved game, but the folders definitely should.
There is another glitch with the Stardock Central. I removed the Intro and Strategy First movies as recommended from Brad for slow machines. Stardock Central could not unpack GC until I manually added files with the right name and path to the ZIP-File. This cost a lot of time since it is not an easy task to add files to a very large ZIP-File
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#40
by Citizen Chippoka - 11/30/2004 8:09:50 PM
Interesting discussion.
Anyway, in Altarian Prophecy, is it possible for terror stars to move? Or did they change that?
It may be that I did a mod to one of the Data Folder files which is causing it to say movement 0/0 in the game. I looked over everything carefully in the data files and found nothing I did which would prevent them from moving once built. Will a terror star's own interdiction beam prevent itself from moving (if the module is installed)?
Aside from all that, I have yet to find a Data File which contains a value that would allow me to increase the movement of terror stars above 1 (as in G.C.). Err, for that matter I haven't been able to locate where I could change the base speed values for each new tech invention related to speed (Warp, etc). I've looked over "CoreModules.SBMODULE" and the "starbase.ship" files closely. Wrong location?
Can anyone help me out in these regards?
Also, in the "GCTech.TECH" file, what is the AI XX value controling? Is it a value the AI setting "importance" to an AI to research the item? ...perhaps a trading value? I've yet to figure that one out.
Lastly, at the FTP link below, I have placed a zip file containing all data files which I have in my Mod Folder.
Link
Perhaps somebody could check these to see why my terrors stars won't move (unless it is a basic Altarian Prophecy feature)?
Apart from that, the set of files work great for any one interest in trying them. The changes permit a faster game with a higher money flow and they attempt to limit too many ships of certain large classes by having higher maintenance costs (don't skip the special structure builds... they are improved as well). I've also added a new goverment type and expanded the choices in pre-game abilities selection menu. It is fairly play balanced and will let you include several "genious" AI players (and win... hopefully).
Of note, the changes also permit the defender class ship to act as structure "emplacement" to garrison a planet from multiple attacks from little pip-squeak ships (thusly preventing easy invasions). Saddly, I haven't figured out how to prevent them from moving entirely. I gave them high hit points. It still is a shame the game really won't permit a stronger damage algorithim instead of instant destruction with larger differences in class or strength in attack and defense. The unused movement points determining the number of individual attacks possible in the current turn also seems screwy to me, but I can live with it.
There also are two maps at the same link to go along with the above mod files (I haven't figured out the senario thingy-editor yet).
Map: Breakout
In this you play the strong player in the middle of the map inside a large four sector region surrounded by resources (all adjacent) forming a fence around your empire core.... the other players will be by eventually to build star bases on your borders.
Map: Trap Door
This map is as before, but the rolls are reversed. Your begin where the Alterians were in a corner.
For both maps, have the extra AI players set to enter the game and try the main players this way as below. Have fun.
Alterian, Pure Good (top skill level) and the rest Pure Evil (bright - your choice).
Tip: some of the white stars have very strong influence 
You need a strong PC on these larger maps...
[Message Edited]
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| , is it possible for terror stars to move? |
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In standard games (GC and AP), the TS has a movement of 1.
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#42
by Citizen Chippoka - 12/1/2004 4:19:49 PM
Hmm. I knew that for GC, but wasn't sure for AP (I haven't played it without mods..... probably never will). So, do you know what data file and line can be modified to increase the Terror Star speed (or stop it)?
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I would love to know this one the Terror star should be able to increase its speed perferably with some sort of technology. I rarely use them due to the 1 space per turn. 
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#44
by Citizen metinx - 12/2/2004 1:28:22 PM
hi...thanks
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#45
by Citizen metinx - 12/2/2004 1:28:30 PM
hi...thanks
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#46
by Citizen Chippoka - 12/2/2004 5:11:49 PM
| I would love to know this one the Terror star should be able to increase its speed perferably with some sort of technology. I rarely use them due to the 1 space per turn. |
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I still use them. The work-around is to send about 30 constructors to a enemy sector with planets; in one turn build a fully cultural terror star with max weapons and defense... typically in short order, the enemy star systems in that sector revolt to your side... it especially works well when you install two terror stars into a single sector with several systems and when there are just far two many enemy soldiers to defeat with by 20 or so battle transports... which can be just too much trouble to use instead (not to mention the huge population drain from your own worlds just to take over a few systems by using them).
I need to see if any players have actually created mods for new ships without replace an existing class of ship by edit. Perhaps a new kind of terror star can be made this way (as a mod); but limiting it's movement from technology speed inventions may prove impossible (?). We wouldn't want terrors star moving at warp speed, lol... could be interesting though.
[Message Edited]
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| need to see if any players have actually created mods for new ships without replace an existing class of ship by edit. Perhaps a new kind of terror star can be made this way (as a mod); but limiting it's movement from technology speed inventions may prove impossible (?). We wouldn't want terrors star moving at warp speed, lol... could be interesting though. |
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I think someone may have tried to do this one before. I would love to help work on such a Mod or if nothing else provide forums for discussing the designing of it or NOT. I will make a post at my site about it see what the Pros say.
NeoTech Gaming Link Galciv fansite
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#48
by Citizen Chippoka - 12/4/2004 5:09:30 PM
Heck, all I'd like to see is a speed two or three via a module (expensive) that couldn't be bumped up by a core tech speed discoveries already pre-existing in the tech list of the game for normal ships. I hope you find something. I didn't see any mods to shift the terror star's speed yesterday during my seach of the mod section.
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I think that Terror star's speed is hard coded in Galciv, since it is a very special starbase.
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