This thread will contain lists of ID #s for techs, improvements and such that are Stardock Approved.
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This is list of the tech ID #s from Stardock approved mods:
1-149 GCTECH
573 Halut
600-604 xtechs
621-623 Halut
721 Halut
876-886 Halut
888 Halut
900 bonustechs
901 Halut
986 Halut
986 Halut
999 GCTECH(impossible Tech)
1100 BattleDefenseMod
1101 RosterichzengeRay
1102 TacticalMissileMod
1458 Halut
1872-1877 Halut
2476-2508 EvilPack
2811-2853 Omega
3320-3324 StellarWarfarePackageUpgraded
3578 EvilPack
4132-4134 TheMonstrousMod
5751 Halut
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This a list of the achievement ID #s from Stardock approved mods:
(1)=GalacticCivilizations
(2)=Halut
(3)=Omega
(4)=Evil
(5)=MonstrousMod
(6)=Institutes
ID number Achievement
1
2 ManufacturingCap(1)
3 TechCapitol(1)
4 EconomicCap(1)
5 Political Cap(1)
6 OmegaResCenter(1)
7 OmegaPowerPlant(1)
8 OmegaQualContr(1)
9 OmegaShipyard(1)
10 HyperionManuCent(1)
11 LogisticsMaster(1)
12 StarbaseSupplyer(1)
13 SupplyCapitol(1)
14 HalutEmbassy(2)
15
16
17
18
19
20 ReligiousCapitol
21 Hyperinpotronic(2)
22
23
24
25
26
27
28
29 Spaceport(2)
30 EconTycoon(Mogul)
31 CulturalCapitol
32
33
34
35 SuperShipyard(4)
36 SlaveMarket(4)
37 TradePort(4)
38 SpyHQ(4)
39 CentralBank(4)
40
41
42
43
44
45
46
47
48
49 PlanetFractShield(3)
50 TransdimResCent(3)
51 BMMReactor(3)
52 HallHistory(2)
53 SubmolecEnvMani(3)
54 CommandCent(3)
55 TestCompound(3)
56 SpyCenter(3)
57 HyperConstYard(3)
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This a list of the wonder ID #s from Stardock approved mods:
(1)=GalacticCivilizations
(2)=Halut
(3)=Omega
(4)=Evil
(5)=MonstrousMod
(6)=Institutes
(7)=TheHomeoftheDiplomatsMod
ID number Wonder
1 EyesOfUniverse(1)
2 GalStockExchange(1)
3 GalMonument(1)
4 HistoricalPres(1)
5 GalExhibition(1)
6 RestaurantEternity(1)
7 PropagandaMach(1)
8 HyperDistCenter(1)
9 LifeForcePower(1)
10 TradeMonument(1)
11 TriquanTraining(1)
12 Terraformer(1)
13
14
15
16 CrystalShield(2)
17
18 HypertronArray(2)
19
20 BreedingTank(5)*
21
22
23
24
25
26
27 TheSenateHalls(7)
28
29
30
31 DysonSphere(3)
32 MultidimComp(3)
33 BMAMReactor(3)
34 CommunicationNet(3)
35 OmegaCenter(3)
36
37
38
39
40
41
42
43
44
45 SagaInst(6)
46 DaystromInst(6)
47 GajaInst(6)
48 CreatLingInst(6)
49 WallStreetInst(6)
50 ForsaInst(6)
51 SpringerInst(6)
52 ExcaliburInst(6)
53 IronHeartInst(6)
54
55 Websystem(4)
56 EmperorsMonu(4)
57 MilitCommCenter(4)
58 SpionageCenter(4)
59 ControlNet(4)
60 EnergyNet(4)
90 TheRayofDeath
*note: conflicts with TheGreldonizer
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This is a list of the Trade Good ID #s from Stardock approved mods:
(1)=GalacticCivilizations
(2)=Halut
(3)=Omega
(4)=Evil
(5)=MonstrousMod
(6)=Institutes
ID number Trade Good
1 TriStrontiumSteel(1)
2 DiplomaticTrans(1)
3 Gravity Accel(1)
4 LoveMushrooms(1)
5 HarmonyCrystals(1)
6 UltraChocolate(1)
7 VirtualReality(1)
8 FrictionlessCloth(1)
9 NanoRecorders(1)
10 Regenerators(1)
11 PainAmplifiers(1)
12 GalGuideBook(1)
13 HyperPC(1)
14 Microbots(1)
15 ArtificialSlaves(1)
16
17
18 Intercoms(2)
19 SensorModul(2)
20
21
22 Picosync(2)
23
24
25
26
27
28 Blaster(2)
29
30 PortCrystComp(2)
31 NeutroniumArmor(3)
32 MultidimArmor(3)
33
34 ManuNanites(3)
35 ArtificalAM(3)
36 FullCells(3)
37 HoloEmitters(3)
38 PortableCloak(3)
39
40 ControlChips(4)
41 RunnerEngine(4)
42 Paralyzer(4)
43 ComputerCompo(4)
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5751 Halut give me a help, what of the halut techs is that
btw A nice idea
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| Will you do it for the SB-moduls too? |
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Yes, but in a different way. A project is underway to provide pre-numbered files of the various possible combinations of the Approved mods. ie GC+Halut+Omega+Evil, GC+Halut, GC+Omega, etc.
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The wonder list needs to be appended to: Breeding Tanks conflicts with Wall Street Institute (ID# 49), change it to ID# 21; The Greldonizer is ID#20.
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The political parties ID numbers are really based on which parties you choose to have. Since they have to be numbered sequentially to work properly, everyone's IDs will be based on their personal combination of parties.
| which EvilPackTech is 3578 |
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none, I've updated my list. Thanks for pointing it out.
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| For the political partys would it be nice, too At its best with a expirence report how the AI use them |
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Political parties and Starbase Modules have special requirements that make presetting them impossible. They will always have to be edited to fit your individual setup.
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Hey Moser buddy could you post that at NeoTech? Be great to add this to our forums. Great info for budding Modders!
NeoTech Gaming Link A sci-fi themed website featuring Galactic Civilizations
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#17
by Citizen Chippoka - 12/16/2004 6:13:12 AM
Good info! Hey, but by the time I found this, either the GC Writer or I have changed IDs as needed to get things working... I noticed just now that my Starbase modules (3 files, I combined similar seperate files; i.e., nanite files) got renumbered from 56 to 115, lol, it wasn't me that did it, lol. But it all works. PFM, as some say, lol.
Nanomodules = 56 -58
BonusModules = 59 - 62
CoreModules = 63 - 115 (Bookend = 115)
Hey, I don't know why it (GC Writer) did it like that either. At least now I can use 0 - 55 for new stuff.
Hey, the music file for turning down the loudness of Drengin music.... did that work for everybody? It completely eliminated the music when I tried that mod.
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It worked for me, though I have not tried it lately. I would love to see someone make a How To Mod documentation. I have someone who wants to make ships but no idea what the criteria is for making them. I be damned if I can locate the info.
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#19
by Citizen Chippoka - 12/16/2004 4:07:05 PM
Make ships? As in a ship data file using an existing graphic? If so, that easy. But a new graphic? That appears to be a big under taking. I've been trying to make a Borg Cube ship graphic to go with my data file; I have created an intial graphic, but one needs 32 images of it rotating. I've tried the Graphic Suite Tools (another thread). Great stuff except none of the tools rotate the graphic for you unless I simply am "missing something" about how to do it.
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I have someone who is creating them with another tool. They need the specifics on graphics sizes, bit depth that sort of thing. We are creating missing ships for the Star Trek Mod. TurgotZ made the set but the file he left is corrupted. He has been MIA since about July.
Thanks for getting back to me. We need that borg cube also. 
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#21
by Citizen Chippoka - 12/17/2004 6:36:03 PM
I'm close! I figured out the process mostly, and will write a simple set of instructions once I've finished nuking it out. I tested my first Borg Cube last night. I work great on the first try as a new ship mdl file... But! The Cube back-drop was white rather than transparent to reveal the star field. I figure I need a better graphic tool or a program to convert bmp or jpg file to png in the proper form. I will visit CompUSA soon to "see" what my options might be for a low cost solution... hopefully! BTW the Graphic Suite Tools are great (now that I figured out the rotation procedure)! I just wish it was more clear about "Alpha Channel" (and the means to make it happen) and "Masking" (Why for and the means). I got a better rotator program from another thread as well. More about this in another thread you posted in.
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#22
by Citizen Chippoka - 12/17/2004 6:37:20 PM
woops
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If you care to stop in at the site to share anything you find out I would appreciate it. The person making ships does not visit here nor play the game very often.
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#24
by Citizen Chippoka - 12/17/2004 7:15:48 PM
Once I get this thing working... right now I don't have much to really "input." I need to see if can get some of those B5 ships I downloaded several weeks ago to appear now that I know about this stuff a little better.
I get the sense that this GC/AP isn't very popular! Frelling gads, I hope StarDock can find the funds and desire to "keep up the steam" in improving what they've started with GC... with time and work, I think the game could be every bit the quality of the MOOII interface and graphics (sorry, MOOIII sucks) and other space games like Pax Imperia, which, BTW, had the best overall game graphic presentation to date, in my opinion. And remember Reach For The Stars and SpaceWard Ho!? Lol... the good old days of 4X.
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