Zyxpsilon

Zyxpsilon

Joined Member # 2379736
81 Posts 3,336 Replies 26,376 Reputation

Bump! I would need some comments or observations from coders (or anyone in the knowledge of the twilight surrounding exact functions and their very own procedural tricks!) about this issue before i proceed with the extensive developping process necessary... please?!? And, [B]RE[/B]-Please. Just to make sure. :) - Zyxpsilon.

4 Replies 3,128 Views

It's kinda like a Modulo equation Stardockishly calculated enough to be a fixed value and yet, random. Half here, half there. *[B]0.499999[/B]* is always too small to fit the all elusive integer kingdom and thus, drops to a painful Zero while *[B]0.5000001[/B]* is quite the big fat ONE we all want at times. Enough mathematics. ;) - Zyxpsilon.

4 Replies 17,233 Views

[quote] a) More planetary types such as: Icy, Lava, Windy (constant winds in excess of 30mph), Wet (constant rain), etc, each would require a type of colonization. b) Also, add a alignment specific tech tree to the game. A type of technology that you can only start if you are good, neutral, or evil.[/quote] B) You may get your wish (indirectly) with the TA expansion... as the incredible variations in multiple race dependant trees do create plenty of alignment choic

8 Replies 8,965 Views

At that price and with the continual follow-ups (upgrades, "patches", etc!) for it, i'd say SDC can certainly grab its folder on my C: and do the stuff necessary. Besides, i come here to be informed and if a new version gets my attention, i'll simply log-off the web, fire the SDC engine, and take what i PAID for. Their choice, my advantage. So far. No particular troubles with anything. Just plain straight easy. I'll even add that such customer relation processing is top-of-the-li

13 Replies 6,698 Views

[quote]GC2 won't be getting multiplayer. Aside from patches, TA is pretty much the end of the road for it. GC3 will most very likely be based on the fantasy game's engine, though.[/quote] Never cared much about Multi-gizmos or even, MMOG 'transit versions' of any kind. Strangely though, i find your comment quite interesting on the account that GC3 may be based on the Fantasy engine - eventually. Lots of manpower surely had to be dumped towards the general encoding and i

63 Replies 48,387 Views

I figure the most efficient numbers will always depend on a number of conditions; - Quantity against quality. Happiness does pay-off long-term while a progressively lowering morale can outrun any attempt at sliders gambling. - Tax spent is an asset, debt is a handicap even if it is NOT currently evident that the pattern would lead the overall outputs below fixed maintenance costs. - It is better to have 12B maxed at paying taxes with relative high morale numbers than having betw

20 Replies 11,516 Views

I found the following to be an excellent source of details about the very questions you brought up -- [U][B]*GC2/Wiki*[/B][/U]- [link="https://www.galciv.wikia.com/wiki/Galactic_Civilizations_Wiki"]WWW Link[/link] Reading through some "statistical" section(s) overthere would certainly give you a LOT of answers. In the meantime, i prefer Influence to Trade when it comes to Victory conditions while i DO take great care at solid cash-flow issues - whatever it takes. Unless, a

4 Replies 3,011 Views

Hi Kryo and/or anybody else currently assigned to files approval tasks, The new version of X-Worlds(05-D) has been uploaded along with two more files. I had to alter the packaging method for efficiency reasons and thus, pulled out the Planets and "Movies/stills" from the main mod archive. This way, i was able to create some room for more directly related assets such as surface buildings/icons/queries & dedicated techno-trees (eventually) while sticking to a coherent structu

248 Replies 515,535 Views

;) Alright, to all X-Com fans out there (and, i know there is plenty - still possibly more than a few 100,000's & counting!) - this is [B]IT[/B], baby. Finally, it's done. Well, at least a lot of it. I'll be honest with you all... [U]huge[/U] amount of work went into this version. A new packaging structure has been created to allow for a better "distribution method". As a result, Planets & Movies are now in their own zips which you will find near the main D/L slot of X

54 Replies 486,590 Views

I would agree that these are valuable assets to have **exclusively**. It's a similar principle to a Galactic-achievement that nobody can build anymore. BUT... and this is a biggy; - Why hold on something sooooooo precious that it wouldn't give you a clear advantage? - Any AI is always ready and willing to handover huge amounts of BCs for those! - Unless you can be absolutely sure that ALL trade-goods will be yours only... could anybody ELSE exchange what they curren

5 Replies 6,887 Views

Heu, davabled... notice i wrote ([U]Somehow[/U]) when i mentioned speed as the most important factor that makes a good TBS/4X game. But, there's another reason - user's PC gear. Not to neglect is the huge gap one must cross-over when Joe'Schmo enjoys a full-blast gaming machine with all the latest techno-gizmos loaded in and all you have is a low-end PC, for a lack of a better word, nearly obsolete and soon enough, incompatible with game X & Y, plus Z and anything else down the road.<br/

35 Replies 122,184 Views

Yellow-Orange-Red cue boxes are presently showing us extra terrain "quality tiles" which get to a green status once the necessary tech is obtained and the upgrade(s) applied. Mod-wise, i just want some [B]MORE[/B]. Lemme explain; - I do understand the terrain-schemas and planet definitions xmls can be altered to tap into the basic raw file references by scaling the grey pixels according to altitude ratios & regionlike gaps (equatorial, artic, etc). - The tiles content a

4 Replies 3,128 Views

Firstly: Speed! As in, TBS gameplay that feels (somehow) like an indirect RTS. Secondly: Features. Many may consider this an oxymoron - but, i doubt the greatest game(s) ever designed didn't rely almost entirely on some highly focused features. I mean that the essential choices implemented MUST/or/SHOULD answer the needs of the target user. Another way of saying; i DO love Spacelike context and really want to immerse in a storyline with substance. *GC2-Check! And, L

35 Replies 122,184 Views

Hey, awesome stuff you're producing out of simple spheres! (I couldn't help notice a few familiar "resources" (altered & modified enough) from a number of freewares & softwares which, btw, doesn't take anything away from YOUR hardwork!) Thing is, creativity is such a process that a person with true talent and good skills can realize absolutely amazing pictures. Google at any subjects to really grasp the whole span of fantastic images ready to pick-up on the web. I, for

44 Replies 21,237 Views

I would tend to agree with LordZarth on the fact that the TA editing powerhouse of tools will certainly provide any modders HUGE help in plenty of areas. This is exactly why i'm holding on the scenario/campaign/techno-tree(s) adaptations for X-Worlds. Namely, the surface buildings DO have an impact in the multiple research nodes and if i'd want to be absolutely fair to the X-Com data and miscellaneous different technos i would NEED to alter a [U]**lot**[/U] of defaults both in their nam

5 Replies 3,958 Views

I believe these were added to gameplay to give a certain sense of progress to the "beginner-like" players... and provide a simulated random factor. Indirectly, they really are nothing short of extreme variables which can create some advantages. Specially, the worm-hole [I]incident[/I]! Secondly, what i think is more funny about those is that the gathering of ALL represents a sort of challenge. And being beaten to the wire by AI-flagships is plain simply hilarious. Good or not,

7 Replies 4,261 Views

[quote]IE: If the Terrans are allied with the Drengin and the Yor, all they need to do is either ally with you, or wipe you out to win. The Drengin and the Yor would be losers as well in this case, and both should be striving to keep you from allying with the Terrans, but keep you alive. [/quote] Yes, this is exactly the kind of situations i meant... also. Diplo-Victory is a tricky case for a number of reasons; 1- Any AIs must keep tab on any **huma

34 Replies 17,089 Views

[quote]...Plus, I really don't like the math involved converting ly to parsecs.[/quote] Which reminds of an explanation given in the pdf manual for "space" distortions as they are applied to galaxy sizes and GC context. I'm still laughing outloud about the hilarious comment! :) - Zyxpsilon.

24 Replies 16,213 Views

Yup, refer to about the mid-section part of this long thread where Kryo mentions "Habitability" types to integrate right into a customplanets.xml file. Although, i understand that there is an indirect "limit" of one per system. We all have yet to figure why that is, but in the meantime - your Mars can be tagged as much Barren as you'd care to design! ;) [link="https://forums.galciv2.com/?forumid=348&aid=170646#1415535"]WWW Link[/link] - Zyxpsilon.

20 Replies 22,405 Views

Which proves, again (Hi-Hi!), that space IS made out of a 3D plane rather than it is spread on a flat tiled gameboard ala GC'galactic'framework. ;) Kay, seriously. If you're looking for an hypothetical map of the milky-way you should consider Trek stuff... cuz the Klingons and the Romulans, well - they ARE out there. Beginning here --[link="http://www.ccdump.org/"]WWW Link[/link] in the Astrometrics section! Or even, A long time ago in(!!). Now, for a

24 Replies 16,213 Views

Correction to the above since THE character got even screwed on the post itself! ...a simple (((( left-bracket-less-than-symbol ASCII -- followed by a slant ))))... can be misinterpreted by the code and as a result, force a whole xml file to be stripped of the remaining data. Right at the guilty spot! ;) - Zyxpsilon.

20 Replies 22,405 Views

But, if you meant... races ID. This is rather odd! Cuz, for any to be locked as opponents - they still need to be properly defined and activated at the setup screen. Which makes them as frozen resources. Maybe, some typos in the xml(s). It's real funny how a simple * - Zyxpsilon.

20 Replies 22,405 Views

Long story short, i've tested this condition a number of times and there's a constant to this behavior. Out of the 39 individual races found in X-Worlds, each has a specific Homeworld and system (containing five different planets) pre-defined with all the necessary assets too. Proper editing of the customplanets.xml file. Etc. What happens is this... Tiny maps do have a limited amount of Planets to distribute & depending on the habitable/number ratios, spreading of the

20 Replies 22,405 Views

The reason being, i guess, that CODING the Ai functions as to aim for a Diplo victory would feel more like a very unfair [I]cheating[/I] attempt caused by a tricky algorithm. What would stop the whole group (when playing against more than [U]two[/U] AI) from outwitting the human player and stack the "virtual" numbers at the right moment? Nothing, but (calculated) logic i say! - Zyxpsilon.

34 Replies 17,089 Views