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Do you still think GalCiv 1 is fun even with GalCiv II out?
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Moding Question
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by Citizen Azog - 4/10/2004 10:11:50 PM

Whats the max amount of Improvements, Starbase Modules, Techs, Political parties and ships that can be in the game?



          Posted via Stardock Central
#1  by Citizen Lothmorg the Black - 4/11/2004 12:13:38 AM

I'm not too sure. You can check out the GalCiv Writer. It might be mentioned in there.
http://www.ctuit.com/bill/galciv.htm Link

          
#2  by Diplomat Arturus Magi - 4/11/2004 4:14:14 AM

Political parties are limited to 18, and have to be sequential. If there are any gaps, things break.

Starbase Mods: the limit is defined by the module number of the BOOKEND module, and once again again they have to be sequential in order. Gaps make the later moduless unbuildable. There is no known absolute maximum.

Improvements: no known limit, but after a certain point the array will start to overwrite other data. There are not currently enough improvements, even with all known mods considered, to cause this. I know it happens only because I had, at one time, a collection of files created by duplicating GCImps.IMP five times and changing some of the numbers.

Techs: no known limit, verified good to at least 13130 by myself. I do have a tech that seems to automatically research itself at the start of the game. I don't know if it's a flaw in the tech definition or somethign else, though.

Ships: no known limit.



       Posted via Stardock Central
#3  by Citizen Grallonsphere - 4/12/2004 4:17:15 PM

And how does one change the calendar ? There's a place in the English.str file that defines the months (towards the end) but I've always found totally ridiculous the idea one could go from start one lone star system to full galactic domination with the galaxy entirely mapped in 25 years - which is what it usually takes me since each turn is only a month. I want each turn to be a year - at least. But I guess that something else that was stupidly hard-coded ?


G.

      
#4  by Citizen Bard of Prey - 4/25/2004 6:47:01 PM

Techs: no known limit, verified good to at least 13130 by myself. I do have a tech that seems to automatically research itself at the start of the game. I don't know if it's a flaw in the tech definition or somethign else, though.


What is the research cost of the tech? I've noticed that setting the cost to 0 (or, depending on the difficulty level, a very low number) will cause this, but I haven't seen it happen for any other reason. I suspect that there's a 'free' turn at the start of the game, at least for research purposes (perhaps research happens at the beginning of the turn, and not the end?).

          
#5  by Citizen turgotZ - 4/25/2004 7:02:18 PM

for ships, i had 130 diffenet mod entries on top of the original ships.in addition the ones i entered had their own models/graphics. hope this helps.

      
#6  by Citizen Moser_Alchemist - 10/20/2004 10:06:58 PM

Political parties are limited to 18, and have to be sequential. If there are any gaps, things break.


I currently have 20 parties and so far, as long as they are numbered 0-19 sequentially, there appears to be no problems.

Improvements: no known limit, but after a certain point the array will start to overwrite other data. There are not currently enough improvements, even with all known mods considered, to cause this. I know it happens only because I had, at one time, a collection of files created by duplicating GCImps.IMP five times and changing some of the numbers.


The limit appears to be approximately 200 improvements.
The first sign of a problem with data overlay is that "Restaurant of Eternity" looks like "Restaurant of Eternity (30)" in the build list when I had 206 improvements from multiple mods.

                            
#7  by Citizen Darklor - 10/21/2004 8:06:18 AM

I have 21 parties not in order and havnt had any problems so far...

                        
#8  by Senator Drengin - 10/21/2004 2:29:26 PM

Starbase Mods: the limit is defined by the module number of the BOOKEND module, and once again again they have to be sequential in order. Gaps make the later moduless unbuildable. There is no known absolute maximum

You can always achange the number of the bookend file and add more modules should you wish



                        
#9  by Diplomat Arturus Magi - 3/16/2005 6:45:11 AM

#2 (Arturus Magi)
Political parties are limited to 18, and have to be sequential. If there are any gaps, things break.


#6 (Moser the Alchemist)
I currently have 20 parties and so far, as long as they are numbered 0-19 sequentially, there appears to be no problems.


There was a six month gap between my post and yours, so another bug may have been causing this. That said, I still haven't had much success with more than 18 parties.

#2 (Arturus Magi)
Techs: no known limit, verified good to at least 13130 by myself. I do have a tech that seems to automatically research itself at the start of the game. I don't know if it's a flaw in the tech definition or somethign else, though.


An update on this: I recently have run into a problem with techs having incorrect morality requirements (Illegal Arts is most definately not a good-aligned tech).

I don't know if it's a problem with the number of techs I have now (I now have a total of about 1500 active techs, but none with numbers outside the range of the prior known valid tech IDs, previously it was 1100 but with rediculously high ID numbers), or if it's an array overrun from one of the other mod types.
[Message Edited]

      
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