StarDevilThrull

StarDevilThrull

Joined Member # 639066
20 Posts 163 Replies 57 Reputation

I have a hard time remembering ship maintenance costs (even moreso since many of the ships have changed in 1.03A!) So inn my GalCiv one of the mods that I have done is to add the following line to all of the ship descriptions: " \n \n Maintenance - 0" note the spaces after the two \n (The \n bits display as line returns in the game) Obviously change 0 to whatever the ships maintenance cost. So for example the entry for the Colony Ship looks like this

0 Replies 1,713 Views

>And I tried to create DISadvantages, but the game won't accept negative numbers, >it will convert them to zeros. Drat! Maybe in a future update? (hint hint ;) Interestingly (although it has nothing to do with ability points) negative Maintenance does *seem* to work... to a certian point. Negative maintenance that drops you below zero will actually GIVE your empire money. Also the government screen is notorius for messing up whenever a negative number comes into play... it

8 Replies 1,803 Views

Cari, if your still checking out this thread please consider brining up with the other devs that in the current game you can set all of your trade routes to one single planet... and still earn the same amount of cash! This seems highly unrealistic and... well... cheesy. All a player has to do is pump out a huge freighter fleet as soon as he researches trade and then park them all at a distant planet where he can instantly establish a trade route every time he earns a new one through research.<br

10 Replies 418 Views

Cash dropping may be mandatory during the early game... in fact a lot of new players seem to think that the initial 1000 bc you start with should be built upon when in fact you might want to consider it an "extra bonus" to help you keep up with early expansion. You could try any or all of these (the computer does!): * setting spending to 100% and use your treasury to help finance early ship building. * set your military spending VERY high (90%-100%) for the beginnig fe

7 Replies 311 Views

Brad and crew, There's been some talk of annoyance with trying to make peace with multiple members of an alliance and also of abusing weak allies who are forced into wars. Basically the problem (and / or possible abuse) is this: If you are at war with allied races and you want to make peace you must go to each in turn. While this may seem realistic it can problematic if you offer a great deal to one race and then the next race turns you down cold... leaving you still a

2 Replies 186 Views

See Brad other people want too! ;) Brad: "Hey Thrull there's a dead horse over there... why don'tcha go beat on it for awhile" One HUGE improvement would be if AI ships would pull thier names from the ships name in the .ship file and not it's title. This was recently fixed for the human player (which I am sooooo appreciative of - thank you! thank you! thank you!!! :)) ,but the AI still fields SurveyShips, ColonyShips, etc. (verse Survey Ships) Plus if I change a Batt

24 Replies 625 Views

Thanks for the answers and email addies Cari! :D So for the time being Super projects and Omega Improvements work exactly like regular achievements? Do either of these classes trigger or set up possible late game events??? (you need not disclose which ones if they do)

2 Replies 1,510 Views

So I wanted to test and see if the AI would exploit PQ bonuses and settle planets of less than PQ 15. To do this I created a new political party called the Ecologists who got a +100% PQ bonus and a massive (+10) bonus to sensors and speed (so I could zip around the map and see what the AI was doing) Much to my dismay the AI didn't pick Ecologists and none of thier planets were double PQ (although mine were! Even Earth was double value) I was just about to give up when an espion

1 Replies 1,499 Views

Hehe you think that's funny check out these I found in the English.str (left over from beta testing apparently): [35_WelcomeMessage_2] I am the %s. And I am here as a test computer player for the beta. But I'm still going to try to kick your butt. [35_WelcomeMessage_1] I am the %s and I'm set to neutral which means that I might decide to squash you or I might now. [35_WelcomeMessage_0] I am the %s. I'm set to evil for this test game. That means that if given the chance, I'll gri

19 Replies 1,102 Views

What stipulations does a SuperProject have? I sthis even enabled in the game (I assume so since there are 2 marked as such - Harmony Generators & Hyperion Shipyards) Also what does the "OMEGA" flag trigger or relate too? Finally is any certain dev responsible for the Domestic Policy screens? Thanks for any information you can provide! :D

2 Replies 1,510 Views

You're probably thinking of this post: "Tuesday, April 22, 2003 - More goodies on the way... We're getting ready to put some new ships up and we're going to put them up in the library here along with the source files we used to create them so that you can make your own ships. The first ship to be released is called the Death Knight and is an evil civilization tech. Another ship coming up is the Bombardment Cruiser. It attacks ships and undefended planets (on u

8 Replies 564 Views

Demo bits have been popping up in the English.str file over the last 3 releases so I would say they are well on the way to releasing it. :D "[DemoOver] You know how they say space and time are infinite? Not in this demo. You've managed to survive this long. Perhaps if you had the full version, you might have brought the human race to dominate the entire galaxy. So, are you going to go through the rest of your life wondering what might have been, or are you going to get the full versio

18 Replies 680 Views

Gahhh... well newly built enemy ships still pull the names from the title instead of the ship name (or else from that hardcoded list in the .exe), but still it's nice to see my own ships displaying the proper names with spaces and all!!! :D

6 Replies 1,635 Views

OH MY GOD!!! YOU DID IT! THANK YOU CARI! THANK YOU SCOTT! THANK YOU BRAD!!! Finally my ships have names... glorious names... I love Stardock (:( <--- tears of joy

6 Replies 1,635 Views

Well Stellar Cartography is not very far down the tech chain and it's one of those things that you have to decide where to rush to... Do I rush to Diplomatic Translators and Trade or Nano-metal to get Tri-Strotium Steel before the minor civs or Stellar Cartography so I can colonize as quick as possible etc. The tech route to Stellar Cartography is: Communication Theory -> Nano Electronics -> Stellar Cartography If you simply want to try a game starting with Stellar

14 Replies 802 Views

Scott - you have off hours??? ahahhahahah (wipes tears from eyes) sure you do! LOL Seriously though it would be a VERRRY cool enhancement and yes many people have asked for it (complaining that certain race colors look too close together...) Is there any chance of a "developers diary" or a list of things that you and the other devs will be working on in some sort of order? I know everybody has a different opinion of what should be addressed when, but it would be cool

6 Replies 1,635 Views

Thanks HawaiiFive-O!!! :D I can confirm that after a fresh install and upgrade to 1.03 that these potential bugs in the data files are still as reported above. PS - I pointed out that Research one myself (twice actually :notsure: ) and can confirm that the Reasearch Capital if set to 100 ONLY doubles the output of the planet it is built on (as it should!) - not the research output for the entire empire.

25 Replies 3,799 Views

No idea if this will work, but this little gem in GCTech.TECH offers a suggestion: //------------------------------------------------------------------------ TECH 999 ImpossibleTech //------------------------------------------------------------------------ Name "Impossible Tech" Model "" Tech_Requirement "ImpossibleTech" Research_Cost 55000 Overview

6 Replies 1,559 Views

Is the new RGB entries for political parties a test bed for possibly doing the same thing with the races colors??? (holds breath with anticipation ;))

6 Replies 1,635 Views

A lot of people seem miffed that the PQ bonus was nerfed in 1.03 (an equal amount however recognize that itw as unbalancing). However you can restore that ability (or tweak it) in your own games by making a change in the English.str Change this: // planet quality 18 [A18_Option0Text] Green Thumb [A18_Option0Bonus] 5 [A18_Option0Cost] 3 to this: // planet quality 18 [A18_Option0Text] Green Thumb [A18_Option0Bonus] 5

6 Replies 437 Views

Not yet... seems to be hardcoded. WOuld be nice if the TS was somehow made into a .ship file (hint hint nudge nudge Cari :D ) //----------------------------------------------------- SHIP Starbase //----------------------------------------------------- Name "Terror Star" Model "terrorstar" Description "Terror Stars are terrible..." BonusHitPoints 0 BonusAttack 0 BonusDefense

1 Replies 1,429 Views

Hawaii... any chance of *ever* releasing a public build? I was trying to wait for you & the beta testers to hammer out any problems, but every time you get close to a release you go in and add more features! ;) (not that I don't love extra features hehe) I fnot I guess I'll break down and ask to beta just so I can't try it out ;p

272 Replies 27,305 Views