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


Take a look at these and tell me why a couple of them won't work
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by Citizen Malleus - 4/6/2003 1:38:02 PM

Ok, I have made four new trade goods, but only two of them show up in my end-game save that I keep for modding. I can use (and get the benefits from) Cornucopia Trees and Flamewing Burgers, but the other two: Personal Phasers and ZeroWeight Boxes are not showing up in the build queue (they do show up in the tech descrips):

//------------------------------------------------------------------------
IMPROVEMENT CornucopiaTree
//------------------------------------------------------------------------
Name "Cornucopia Tree"
Model "TradeGoods"
Manufacturing_Bonus 0
Morale_Bonus 0
Economic_Bonus 0
Prestige_Bonus 0
Planetary_Quality_Bonus 0
Starship_Quality_Bonus 0
Research_Improvement_Bonus 0
Type "TradeGood"
Tech_Requirement ""
Tech_Requirement_ID 37
AbilityType 18 //PlanetQuality
AbilityAmount 10
ID 16
Cost 300
Description "An engineered tree that produces a myriad of fruits, vegetables and other organic products (+10% Planet Quality)."
Maintenance 0
ENDIMPROVEMENT

//------------------------------------------------------------------------
IMPROVEMENT SleightBoxes
//------------------------------------------------------------------------
Name "ZeroWeight Boxes"
Model "TradeGoods"
Manufacturing_Bonus 0
Morale_Bonus 0
Economic_Bonus 0
Prestige_Bonus 0
Planetary_Quality_Bonus 0
Starship_Quality_Bonus 0
Research_Improvement_Bonus 0
Type "TradeGood"
Tech_Requirement ""
Tech_Requirement_ID 103
AbilityType 10 //Trade
AbilityAmount 20
ID 17
Cost 300
Description "Cargo containers can be made that possess zero weight, greatly increasing their mobility (+20% Trade)."
Maintenance 0
ENDIMPROVEMENT

//------------------------------------------------------------------------
IMPROVEMENT PersonalPhasers
//------------------------------------------------------------------------
Name "Personal Phasers"
Model "TradeGoods"
Manufacturing_Bonus 0
Morale_Bonus 0
Economic_Bonus 0
Prestige_Bonus 0
Planetary_Quality_Bonus 0
Starship_Quality_Bonus 0
Research_Improvement_Bonus 0
Type "TradeGood"
Tech_Requirement ""
Tech_Requirement_ID 92
AbilityType 16 //Soldiering
AbilityAmount 10
ID 18
Cost 240
Description "Truly portable high-powered energy weapons, and the know-how to improve them accordingly (+10% soldiering)."
Maintenance 0
ENDIMPROVEMENT

//------------------------------------------------------------------------
IMPROVEMENT FlameBurger
//------------------------------------------------------------------------
Name "Flamewing Burgers"
Model "TradeGoods"
Manufacturing_Bonus 0
Morale_Bonus 0
Economic_Bonus 0
Prestige_Bonus 0
Planetary_Quality_Bonus 0
Starship_Quality_Bonus 0
Research_Improvement_Bonus 0
Type "TradeGood"
Tech_Requirement ""
Tech_Requirement_ID 106
AbilityType 9 //Influence
AbilityAmount 5
ID 19
Cost 200
Description "Common Flamewings, grown in zero-gravity, produce a meat that is now considered a delicacy among most races (+5% Influence)."
Maintenance 0
ENDIMPROVEMENT


Take a look and see what I am doing wrong here...

M

         
#1  by Citizen Malleus - 4/6/2003 2:44:46 PM

OK, update:

My capitol in the save game won't show the Personal Phasers or the ZeroWeight Boxes, but other planets do -- I don't know why. I have tested all of the above and they work.

BUT

They will not show their bonuses at the beginning of turn screen. I have discovered that the "Ability Type/Ability Amount" bonuses do not list there. The listings:

Manufacturing_Bonus 0
Morale_Bonus 0
Economic_Bonus 0
Prestige_Bonus 0
Planetary_Quality_Bonus 0
Starship_Quality_Bonus 0
Research_Improvement_Bonus 0

Do show up there if they are a non-zero number.

M

         
#2  by Citizen Malleus - 4/6/2003 2:57:37 PM

AHA! OK, this should be my last self-response.

Update:

The default trade goods DO NOT list their bonuses in the beginning of turn screen either. So this is standard. I modified two of my trade goods to go ahead and list their bonuses. Here they are in short form. I would like to know which of these are the best:

Cornucopia Tree (+10% Planet Quality) [Organic Piecing]
ZeroWeight Boxes (+20% Trade) [Gravity Mastering]
Personal Phasers (+10% Soldiering) [Energy Channeling]
Flamewing Burgers (+5% Influence) [Xeno Trade Persuation]
Acculturation Resistor (+10% Influence Resistance) [Cultural Trade]

I have plenty more ideas, but I'll leave it at that. I intend to submit to the library soon.

M

         
#3  by Citizen Habadacus - 4/6/2003 8:32:18 PM

ZeroWeight Boxes : "Cargo containers can be made that possess zero weight, greatly increasing their mobility (+20% Trade)."

Wouldn't anything in space qualify as possesing zero weight?

                  
#4  by Citizen Malleus - 4/6/2003 10:19:26 PM

Ah, but when you land...

The idea is to put miniature gravity nullifiers into the boxes to cancel out their weight. When you go to unload the cargo, manual laborers could just pick up the several ton containers and move them.

Granted, you would have to still account for inertia, but...

M

         
#5  by Citizen FFAristocrat - 4/7/2003 8:11:06 PM

Maybe you need to start a new game in order for them to show up properly? Put them under a quick to research tech at the start of the tree.

       
#6  by Citizen Malleus - 4/8/2003 1:00:55 AM

Yes, that did indeed work. The weirdness with my late-game save is unexplained though. I did eventually research all five of them (I made another not listed above) and they all work as advertized.

M

         
#7  by Citizen PriestOfDiscord - 4/8/2003 1:07:17 AM

Cool items, would you mind if I copy/pasted them into my files?

          
#8  by Citizen Malleus - 4/8/2003 1:09:50 AM

Go for it. I have been trying for OVER A DAY to upload them for consideration to the Library.

Here's the fifth one:

//------------------------------------------------------------------------
IMPROVEMENT CulturalCentering
//------------------------------------------------------------------------
Name "Acculturation Resistor"
Model "TradeGoods"
Manufacturing_Bonus 0
Morale_Bonus 0
Economic_Bonus 0
Prestige_Bonus 0
Planetary_Quality_Bonus 0
Starship_Quality_Bonus 0
Research_Improvement_Bonus 0
Influence_Resistance 10
Type "TradeGood"
Tech_Requirement ""
Tech_Requirement_ID 101
AbilityType 0 //N/A
AbilityAmount 0
ID 20
Cost 300
Description "This collection of devices, icons, and recorded speeches aids your people in remembering their ways (+10% Influence Resistance)."
Maintenance 0
ENDIMPROVEMENT



         
#9  by Citizen PriestOfDiscord - 4/8/2003 1:17:48 AM

Thanks a lot, and sorry to hear about the problems you have had with uploading. Nobody knows how to fix that?

Also, you might want to consider raising the cost a little bit of the Tree. After all, PQ bonuses are really good stuff. Just a quick suggestion.

          
#10  by Citizen Malleus - 4/8/2003 9:52:36 AM

That's fine. To be honest, I spent quite a bit of time trying to think about the game balance issues of these trade goods, but realized that the game itself doesn't really modify the price much around the 300 mark.

I'll take another look at it in the game I am playing.

M

         
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