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


Omega Pack
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by Veteran Icho Tolot - 6/8/2004 6:16:15 PM

The Icho Tolot Modding Corperation (TM), Part of the Creative Linguistic Service Corperation Ltd. (TM) herby announces that the Omega Pack has reached BETA stage. Now we need you [insert Uncle Ben smiely here]

I hope to get two or three active players who will help me with the Beta test of the 111 component mod pack

                          
#1  by Citizen Amaymon - 6/9/2004 1:34:12 AM

I'd like to take a look at it. Unfortunately i've got only two days next week. If that's not too late, sign me in.



                       Posted via Stardock Central
#2  by Citizen AeonOfTime - 6/9/2004 6:56:37 AM

Errrrm... dare I ask what the Omega Pack is?

                  
#3  by Citizen Jackey Jackey - 6/9/2004 7:41:11 AM

Im in if it provides for neutral and evil civs as well as good.

I have time at the moment as I am forced to take leave.

Leave a message here or drop me an email if you want.

tony_griffith03@yahoo.com.au Email

                        
#4  by Veteran Icho Tolot - 6/9/2004 8:05:27 AM

1. the first beta will not be send till Saturday
2. The Omega Pack will include 43 techs, 33 Imps (8 Achivements, 5 Wonders, 8 TGs, 12 Normals), 28 SBmods, 2 Parties and 5 new ships. Maybe I'll add some more.
3. Yes JJ this is the moral requirementless Pack i promissed.

So I'll email you the Pack if you post your email here, as soon as I can

                          
#5  by Citizen Jackey Jackey - 6/9/2004 10:01:53 AM

email address is in post #3.

looking forward to it.

                        
#6  by Veteran Icho Tolot - 6/12/2004 11:58:40 AM

YOu got mail JJ

                          
#7  by Citizen Jackey Jackey - 6/12/2004 10:24:02 PM

Got it, Ill let you know what I find.

                        
#8  by Citizen Jackey Jackey - 6/14/2004 4:08:33 AM

Currently playing two games at the moment using the Omega Pack. I have removed all mods except the a couple of Renegades Capital Modification.

1st Game: Using the Patrol Corp (like the idea) I found that the speed bonus does not work (only playing normal difficulty so its not a killer). All the other bonus/negatives work though.

2nd Game: Using the Science Corp I found every thing seemed to work well. I played Maso and had no problems submitting the score.

Problems: Aside from the speed bonus issue the other problem is that all the new Star Base upgrades do not work. This was a problem with the the initial Halut Pack if I recall correctly.

I think that the Patrol Ship is too powerful in the early game and should be restricted in some way. It is cheap, fast and can search analomies. It makes the survey ship and drones obosolete from the start. I think the range should be decreased to 1 to reflect the fact it can only "Patrol" the immediate neighbourhood.

I like the new range of Wonders/Trade Goods etc that increase other stats, spying in particular.

The Dyson Sphere is powerful and I hope my enemies never get it.

I will email you in the next few days with more of my findings once I have some more spare time.

Great Work so far

                        
#9  by Veteran Icho Tolot - 6/14/2004 11:00:29 AM

I think that the Patrol Ship is too powerful in the early game and should be restricted in some way

I think you are refering to the Interceptor (powerful), but i think you are right and i'll limit the patrols abilitys too.I'll fix that.
The Dyson Sphere is powerful and I hope my enemies never get it.

You just need to be faster then them

                          
#10  by Veteran Icho Tolot - 6/14/2004 2:10:44 PM

Using the Patrol Corp (like the idea) I found that the speed bonus does not work

Ok, Cari told me that the speed boni don't aply on pol parties, so i need to rebuild them.
the other problem is that all the new Star Base upgrades do not work. This was a problem with the the initial Halut Pack if I recall correctly

I should add a hint to the .doc and the description about the possible SBmod issue and how to fix it.

                          
#11  by Diplomat Peace Phoenix - 6/15/2004 1:28:46 AM

Ok, Cari told me that the speed boni don't aply on pol parties, so i need to rebuild them.


Sorry, speed bonus works with pol party. You just need to add +10 (as with any tech that increases speed) instead of +1.
I was able to alter sneaky diplomats to benefit from a +1 speed.

                          
#12  by Citizen Jackey Jackey - 6/15/2004 8:04:14 AM

Icho I have checked out the majority of Trade Goods, Galactic Achievements etc and all the bonuses seem to work ok.

                        
#13  by Veteran Icho Tolot - 6/15/2004 1:45:39 PM

Sorry, speed bonus works with pol party. You just need to add +10 (as with any tech that increases speed) instead of +1


Interesting, but that will sewerly boost the point factor of the peed bonus (maybe the GCWriterCrew can do something about it). But i'll try

                          
#14  by Diplomat Peace Phoenix - 6/15/2004 3:32:18 PM

Interesting, but that will sewerly boost the point factor of the peed bonus (maybe the GCWriterCrew can do something about it).


What do you mean? If you look at your stats, you will see that each time a tech give you speed +1, it gives you in the stats +10%

                          
#15  by Veteran citahellion - 6/16/2004 2:14:42 PM

Uncle Sam Smiley: =]>

                    
#16  by Veteran Icho Tolot - 6/16/2004 2:52:34 PM

I am refering to the Pol Party stats, PP.
For exemple a +10% Diplo gives about 1.00 points, +3 Speed about 18 points.

                          
#17  by Diplomat Peace Phoenix - 6/17/2004 2:16:59 AM

For exemple a +10% Diplo gives about 1.00 points, +3 Speed about 18 points.


With points, are you refering to picks at the creation screen in the game (I don't use galciv writer)?
I know that speed +1 is worth 5 picks, but it translate into polparty in speed +10%.

Interesting, but that will sewerly boost the point factor of the peed bonus (maybe the GCWriterCrew can do something about it). But i'll try

I guess that the Galciv Writer crew must be informed, if it isn't already the case, about this behavior



                          
#18  by Citizen Jackey Jackey - 6/19/2004 8:34:38 AM

Icho, I have completed two games (5 gmaes all up) through to the tech end and built every ship (incl OmegA), social project and apart from my points made above, every thing seems to work well.

I have made a list of comments and some spelling corrections if you are interested. If you want I can email them to you.

I have had no problems submitting the maso games I have played.


[Message Edited]

                        
#19  by Veteran Icho Tolot - 6/19/2004 10:36:25 AM

Sure send me the list

                          
#20  by Citizen Jackey Jackey - 6/19/2004 8:47:24 PM

I'll type it out and send it to you today, your tomorrow

                        
#21  by Citizen Jackey Jackey - 6/20/2004 2:54:10 AM

I had to cut this from my email as you email address keeps rejecting my attempts to email you.

Good work on the Beta.

I think the mix of new ships is good as they provide
defensive capabilities that were previously missing.

I do think that the range of the Patrol should be
toned down to zero so it does not make the drone and
survey ship obsolete.

The Interceptor is great, I believe short range
fighters shot have a lot more killing power then a
long range fighter (at the same tech level of course).

You mix of new improvements and projects are good and
I would only make comments on the following:

1. I believe the nano production Tech should cost more
when you consider the amount of social projects that
become available after discovery.

2. I love the new spying bonuses. Is it possible to
make a spy agency that could be built on each planet
with a small bonus (+1, +2). This could reflect a
growing spy network. The more planets the larger the
network and information available.

3. I have attached a zip file with the text documents
with spelling errors. It was saved with 602 using
tracked changes. These dont subtract from the state of
the game so I would not be too worried. [not sent due to email problem]

4. You already know about the SB modules and POL party
issues so there is no point revisiting them.

5. Black matter antimatter tech shows up strange on
the Empire trading screen.

6. I have successfully submitted 5 games now including
one with AP 1.50 and do not think there will be any
problems with scoring. The package seems balanced to
me.


                        
#22  by Veteran Icho Tolot - 6/20/2004 5:43:35 AM

5. Black matter antimatter tech shows up strange on the Empire trading screem

Could you specify that?

I emtied my mailbox, so you can retry.

if it keeps rejecting, i'll send you some of my other adresses
[Message Edited]

                          
#23  by Veteran Icho Tolot - 6/20/2004 11:43:07 AM

Maybe i'll implement #2 for the evil package

                          
#24  by Citizen Jackey Jackey - 6/20/2004 7:54:40 PM

5. Black matter antimatter tech shows up strange on the Empire trading screem

I think the name is too long for the narrow screen when attempting to exchange techs.

It jumbles with the tech below it. This does not prevent either techs from being traded though.

I will see if I can send you a JPEG of the result.



                        
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