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Do you still think GalCiv 1 is fun even with GalCiv II out?
758 votes
1- Yes
2- No


Megatrons Mods Site News
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#25  by Senator Drengin - 1/3/2004 2:52:40 PM

Site Update!!!

03.01.04 - New UP Issue pack courtesy of PJ

Link to site ->http://files.galciv.org Link



                         Posted via Stardock Central
#26  by Citizen Weyrleader - 1/3/2004 3:06:25 PM

I have most of the mods installed, so I am not sure which ones I am using.

dennis



                             Posted via Stardock Central
#27  by Senator Drengin - 1/3/2004 3:11:36 PM

can you copy your mods folder, zip it and send it to me. i will have a look and see if i can work out whats up.



                         Posted via Stardock Central
#28  by Senator Drengin - 1/3/2004 8:44:25 PM

Hey! pop down to your local ModMart today. we are packed with floor to ceiling mods of every type you can think of. Oh and the're guaranteed not to collapse and kill you!

ModMart ->http://files.galciv.org Link



                         Posted via Stardock Central
#29  by Citizen damoose - 1/4/2004 6:17:54 AM

Brad and Cari have both said that the over-exploitaion of a minor race too early on in the game is the normal reason a game is given an anomalous score. if you think logicaly about it how can a mod cause an anomalous score. a mod is a user written file that behaves in a pre-determined way.


LM,

If I may... This is not quite the whole story... There are at least 2 well documented ways of getting a big fat 'zero' on submit. (There may be more, I haven't read every thread on the board. ) One is basically too much money too early in the game, as you have mentioned. (I don't know if anyone know the exact paramters for this trigger.) The other is PQ. Not the PQ of individual planets per se but your PQ 'ability'. Cari has stated the limit on the PQ ability is 40%, higher than that and you get a zero. (There's a thread on this someplace, I just couldn't find it)

So here's my understanding of how using mods can trigger a zero based on PQ... As you researh tech you add to you abilities. I think it's a flat 10% for each ability listed in the tech. There's a PolParty mod around that adds 10% to the PQ ability, and then there's your ability picks at the start of the game. So off the top you could start with 15% or more. There are several mods in the library that add to the PQ ability as you research the techs and don't forget the Wonders and Trade Goods. All these stack of course.

So if you finish the tech tree and build the Wonders and Trade goods you can easily trigger the dreaded 'zero'.

And the reason I know this? Cause that's what happened to me and I had to ask our Goddess of Software to investigate.

I have since gone in and mod'd the mods to remove or nerf the PQ attributes of some of the techs, Wonders and Trade Goods.

If anyone knows different or I've misunderstood what's what... please jump in. Preferably with out the hob nails.
[Message Edited]

                      
#30  by Senator Drengin - 1/4/2004 6:23:13 AM

thanks Damoose. never had a problem with any mod on site yet, but will keep eyes open and ears to the ground.




                         Posted via Stardock Central
#31  by Citizen damoose - 1/4/2004 6:32:15 AM

LM,

No problem. Oh btw LM, cool site.

(And just to be clear for those following, I wasn't specifically speaking about mods on LM's site, but how you could get a zero using mods in combination.)

                      
#32  by Senator Drengin - 1/4/2004 6:44:19 AM

Thanks. Always good to hear advice. Pity Stardock dont release a list of the 'flags' that cause anomalous scores.



                         Posted via Stardock Central
#33  by Citizen damoose - 1/4/2004 6:56:59 AM

Pity Stardock dont release a list of the 'flags' that cause anomalous scores.


Ya, well... keeping them 'secret' makes it more difficult to, how should I say this, 'cheat'. There are down sides to not releasing the trigger info as well. But so far SD has kept a good handle on game play, IMHO, so it's all right by me.

                      
#34  by Senator Drengin - 1/4/2004 6:10:07 PM

i was thinking more along the lines of avoiding anomalous scores for players. but even with all flags disclosed, it would be hard to cheat as the ai in the game can choose the same things you do.



                         Posted via Stardock Central
#35  by Senator Drengin - 1/4/2004 6:19:49 PM

Link to Mods Site ->http://files.galciv.org Link

                        
#36  by Veteran vincible - 1/4/2004 9:00:51 PM

is basically too much money too early in the game, as you have mentioned. (I don't know if anyone know the exact paramters for this trigger.)


You can't exceed a certain number of BCs by a certain year, according to Carielf. She has said she doesn't want to reveal the specifics on the forum, so presumably it's not public information.
[Message Edited]

                        
#37  by Citizen Weyrleader - 1/4/2004 9:51:41 PM

Well, I thought maybe I had screwed up some of the downloads, so I redownloaded all the Mods and played another small game - resulting in another anomolous score. There are 3 different mods that do not work properly and should be fixed or removed from the GalCiv site. Two of them are related to the nanomining. The sympton is that constructor will not disappear, it just stays on top of the starbase. The third one in in the defense of the starbase area. Same sysmpton. When I look into this previously, these don't work because they refer to a prior required technology that doesn't exisit.

The comment about exceeding too much money too early may be the problem I am having. I build trade routes as soon as they are available and I research trade in the 3rd or 4th item to research - after the basic 5 04 6 that are displayed when you start. I then build constructors to start mining resources if any are left that the majors haven't taken, or to build starbases so I can increase the revenue from the trade into an out of the sectors involved. This allows me to get up to 20,000 bc before I ahve to start a military buildup. This seems to work ok without mod, but the same strategy with mods causes an anomolous score.

Well, back to playing without mods.
cheers,
dennis



                             Posted via Stardock Central
#38  by Senator Drengin - 1/4/2004 9:59:26 PM

dgperry did you manage to work out the names of the mods that cause the anomalous scores. i was thinking of maybe downloading all the mods from galciv and putting them on the site too. but if there are ones there that cause anomalous scoring, then i dont want them in the site.
Thanks
LM



                         Posted via Stardock Central
#39  by Citizen Bakka - 1/5/2004 4:23:45 AM

An idea from out of the back pocket..

check for any tech mod that has a id number above 199 and you might find it has an "issue" with the latest game.

Just a wild stab in the dark..

                      
#40  by Citizen damoose - 1/5/2004 8:14:27 AM

check for any tech mod that has a id number above 199 and you might find it has an "issue" with the latest game


I haven't yet, doesn't mean it will not happen though. Most of the mods have values above 199.

                      
#41  by Citizen damoose - 1/5/2004 8:22:59 AM

Two of them are related to the nanomining


Search for 'jesusofborg' in the library. You need to download the nano tech plus the enhanced terraforming. You'll need to nerf the PQ in the terraforming techs if I remember correctly.

The third one in in the defense of the starbase area


As for the SB defence, was it RedStar?

                      
#42  by Senator Drengin - 1/5/2004 9:58:55 AM

thanks. will stick clear of those two. havent made up my mind if i am going to d/l library. would mean hell of a lot of work testing each mod for viability in 1.13.

on the lighter side.. please keep the new mods coming. site now hosts quite a large variety of mods, but more are needed!

Link to site ->http://files.galciv.org Link



                         Posted via Stardock Central
#43  by Citizen PJ_ - 1/5/2004 4:21:25 PM

You need to download the nano tech plus the enhanced terraforming. You'll need to nerf the PQ in the terraforming techs if I remember correctly.


Did you actually get anomalous scores with the terraforming techs or did you just nerf it as a precaution? I usually don't mess with PQ mods, but I thought the NanoTechnology pack looked interesting, and it has a prerequisite in the Enhanced TerraForming pack. I figured it would be OK since it doesn't increase your PQ ability, just the PQ of individual planets. Does it trip a flag if you build the improvements as they are?



                       Posted via Stardock Central
#44  by Citizen Exar Kuun - 1/5/2004 4:35:30 PM

Saw this was an active mod thread and I was wondering how do I go about making a mod? Got a couple of ideas I would mind trying out, would be grateful for any help.

                      
#45  by Citizen Weyrleader - 1/5/2004 4:39:00 PM

Yes,the starbase mod that doesn't work is "Red Star"

Apparently I did not follow the directions correctly on the nano mining mods - I just loaded them. My personal believe is that mods should be self contained.

This raises an issue with political parties. Why cannot not they be dynamically numbered when loaded instead of a fixed number? Seems like that would be an easy thing to do.





                             Posted via Stardock Central
#46  by Senator Drengin - 1/5/2004 4:40:04 PM

go to the mods site ->http://files.galciv.org Link and click on install instructions. there you will find a link to a program called Galciv writer. The writer comes with full instructions on how to create mods. if you get stuck on anything give me a shout and i will do my best to help you. ->lordmegatron@tiscali.co.uk Email



                         Posted via Stardock Central
#47  by Citizen Weyrleader - 1/5/2004 4:45:09 PM

Here is a quote from Hawaii-5-0 on the starbase mod problems

#5 by Diplomat HawaiiFive-O - 6/24/2003 11:04:51 AM

Here's why you are having problems with the SB Modules.

SB Module IDs have to be contiguous. If you leave a gap, all modules after the gap will show up on the screen where you decide what module you want to build next, but they won't allow themselves to be 'planted', as you've described. They also need to be unique.

The 3 SB Modules in JoB's mod are IDs 69, 70, and 71. Stock GalCiv goes up to 55. You will need to renumber the IDs on his SB Modules for them to work. If you've added no other mods, this would mean renumbering them to 56, 57, and 58. Open the .sbmodule files in Notepad, and you will see the IDs in the header section of each module.

IDs are also used to sort the SB Modules whenever they are displayed in-game. For this reason, it is best if you keep their positions relative to each other the same (IOW 'Battle Stations Mark I' should have an earlier ID then 'Battle Stations Mark II', so that Mark I is shown above Mark II).

That should be it. It would be ideal if Stardock would remove the 'must be contiguous' requirement for SB modules, as it makes sharing user made modules a little tricky.





                             Posted via Stardock Central
#48  by Senator Drengin - 1/5/2004 5:55:07 PM

Mod Site update

New ratings section added to the site. now you can vote for your favourite mod on the site. ratings will appear next to mods as soon as i get the feedback.

Link to Unofficial mods site ->http://files.galciv.org Link



                         Posted via Stardock Central
#49  by Senator Drengin - 1/5/2004 7:30:22 PM

Dont forget to register for the site newsletter.

link to mods site ->http://files.galciv.org Link



                         Posted via Stardock Central
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