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


Halut Pack
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#50  by Diplomat Arturus Magi - 5/17/2004 2:39:07 AM

L Space mining,
Halutian Trade Complex.
The options come up to upgrade them but once you select them the screen disappears with the constructor remaining on top of the starbase.


This is as should expected if the SBMods are noncontiguous. One of the problem with Starbase Modules is that if the mod isn't part of a total coversion mod each enduser is going to have to edit the module numbers to fit the presence/lack of other mods.

Check the SBMods files and make sure all the modules are contiguous and that the BOOKEND module in the base game files is higher than all of them.


[Message Edited]
       Posted via Stardock Central
#51  by Veteran Icho Tolot - 5/17/2004 11:48:27 AM

That is indeed a problem. But i reconed that it can sometimes be solved by removing the costs, dunno why.

Halutian Trade Complex.
The options come up to upgrade them but once you select them the screen disappears with the

This is strange, the HTC comes directly after STC, SBmodID wise

                          
#52  by Veteran Icho Tolot - 5/17/2004 2:37:49 PM

For all fans: HP 2.0 will be available within the next 72 Hours

                          
#53  by Veteran Grand_Admiral_Thrawn - 5/17/2004 7:01:01 PM

Just finished another Beta run Icho. No problems.

                      
#54  by Citizen littlewotts_ - 5/18/2004 10:37:54 PM

I'll have my final list sent tomorrow.

                          
#55  by Citizen Jackey Jackey - 5/19/2004 6:30:43 AM

is it 72 hrs yet



                        
#56  by Veteran Icho Tolot - 5/19/2004 9:17:59 AM

Reaching JJ
If i counted correctly
(waiting for a last report)

[Message Edited]

                          
#57  by Veteran Icho Tolot - 5/20/2004 11:13:26 AM

This new version of the Mod Pack includes:
- 28 Techs
- 20 SBmods
- 20 Improvements (2 Wonder, 4 Achivements, 5 TGs, 9 Normals)
- 8 Ships
- 1 Pol Party
- 1 Inv tactic
[Message Edited]

                          
#58  by Citizen Jackey Jackey - 5/21/2004 8:27:35 PM

Got it and every thing works fine, although I never got the chance to use the mystery in anger (3 games now).

The only thing I would say is it gives good civs too much power. (I had to mend some of my evil ways).



                        
#59  by Citizen Moser_Alchemist - 5/22/2004 12:54:43 AM

I played one game with current Halut Pack, several of the other certified mods, and a few of my own creation. There were no apparent conflicts that I've noticed. I think a complimentary "evil" pack might add some spice to the game playing experience. I will try to give a more detailed analysis after playing a few more games since the "good" AIs died early and I got a good morality fairly late game.

                            
#60  by Veteran Icho Tolot - 5/22/2004 7:10:50 AM

The only thing I would say is it gives good civs too much power.
I think a complimentary "evil" pack might add some spice to the game playing experience


The HP was supposed to be for the good guys. I'll work on something equel for the evil fellows as soon as i finish the first phase of my new creation (currently 90 components - no name jet), which will be created without Alignment requirement

                          
#61  by Veteran Icho Tolot - 5/22/2004 11:08:31 AM

Secret intel. reports show images of the first ship of the Mystery Class leaving Haluts shipyards

This mighty ship has 25% more firepower then the Exalibur class, 133% its HPs and about two times their Defence

                          
#62  by Citizen Moser_Alchemist - 5/22/2004 7:29:41 PM

The Enhanced Scout needs to have non-zero maintenance. Since the normal Scout is maintenance 1, your Scout should be a least maintenance 1. An advanced ship should never have less maintanance than the normal ship or it will unbalance the game.

                            
#63  by Veteran Icho Tolot - 5/22/2004 7:41:24 PM

Ups missed that, will be fixed with the Ship-graphic-add

                          
#64  by Citizen Jackey Jackey - 5/22/2004 10:20:49 PM

The sensor drone doesnt have any maintenance does it?

The lack of maintenance cost may reflect the fact that new technology has overcome fuel and upkeep costs of the vessel.

                        
#65  by Citizen Moser_Alchemist - 5/23/2004 2:38:24 AM



The sensor drone doesnt have any maintenance does it? The lack of maintenance cost may reflect the fact that new technology has overcome fuel and upkeep costs of the vessel.


The Enhanced Scout is not a "low" speed drone. For where it appears in the tech tree, it is too good a ship to be zero maintenance.

                            
#66  by Citizen Moser_Alchemist - 5/24/2004 11:58:29 PM

I just finished another game with your mod. I used GalCivWriter to change Enhanced Scout to maintenance 1.
The rest of the techs, improvements, etc seem to be well balanced cost vs maintenance vs attributes. The only improvement that might be a little to cheap to build is Enhanced Environmental Control that increases PQ 15%. Since terraforming costs 1000 BC to increase 20%, you might want to bump up EEC a few hundred BC more.

I can't wait to see your ship-graphic update.

                            
#67  by Veteran Icho Tolot - 5/25/2004 12:42:14 PM

The only improvement that might be a little to cheap to build is Enhanced Environmental Control that increases PQ 15%


It is already more expansive then Life Seeding and habitat Imp. which do 10%, but I'll think about it

                          
#68  by Citizen Moser_Alchemist - 5/25/2004 3:42:09 PM

It is already more expansive then Life Seeding and habitat Imp. which do 10%, but I'll think about it


As you can tell from the way I worded my previous response, I was uncertain whether EEC was too cheap. I think I might use GalCivWriter to raise cost by 100 BC and play one game with this alteration. I'll let you know whether I feel this works better or not. Ultimately, mods should be how you feel they should be. Luckily GalCivWriter is quite easy to use and one can alter others' mods to suit our particular styles of play. Keep up the good work.



                            
#69  by Citizen Moser_Alchemist - 5/26/2004 12:12:56 AM

I just finished a game with the afore mentioned changes to your mod. IMHO the Enhanced Environmental Control is a little better with the 100 BC cost increase. Your Starbase modules came in real handy in my last game (especially the trade and resource ones).

                            
#70  by Veteran Primipilus Alexus - 5/26/2004 2:09:48 AM

The bar to show the political strength of the party at voting time does not show up. One bar too many?


Can also get this problem if parties are not sequential....

Alex




                           Posted via Stardock Central
#71  by Veteran Icho Tolot - 5/26/2004 7:47:45 AM

Can also get this problem if parties are not sequential....

Yea there is a gap between the standard parties and the Rednecks (another early mod), after who the HE are placed, you have to scroll down. I'll fix that gap with my new pack.

and again the Halutian Explorers are NO REPLACEMENT, as some others they are a new party
[Message Edited]

                          
#72  by Citizen Gunner - 6/9/2004 9:58:38 PM

I don't know about you, but the Halutian Embassy seemed to take forever to build. Wonders were taking me between 6 to 12 turns, yet the embassy (just an achivement) was 24!

                    
#73  by Veteran Icho Tolot - 6/10/2004 6:43:46 AM

thats because it comes a bit early for its costs

                          
#74  by Veteran Icho Tolot - 7/1/2004 5:06:29 PM

News Update

The Halut Pack Ship Graphic Addon will soon be avaiable

(Halut Pack 2.0 required)

                          
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