CaptainBizarre

CaptainBizarre

Joined Member # 405712
0 Posts 1 Replies 1,236 Reputation

Hey roman815270, It's a Catch-22. The Cultural Influence tech should give you both the Cultural Forum and Information Hub star base modules, but: 1) You can't build a Cultural Forum module because the required tech (Cultural Exchange) is incorrect. 2) You can't build any further influence modules based on later cultural tech because they are all predicated on the Cultural Forum module. (Which you can't build - see point 1.) As Publius of NV points out, all .xml

17 Replies 24,060 Views

I've just been living with this, since I disagree with the whole influence mechanic as it exists, but your post prompted me to check it out. The error lies in the definition of "CulturalForumModule" within StarbaseModuleDefs.xml, which references a non-existent tech called "CulturalExchange". Since the "CulturalExchange" tech doesn't exist, you can't add this module and, since this module is a prerequisite module for further expansion of a Culture base, you're Culture base is effec

17 Replies 24,060 Views

I went looking for references to in the xml jungles of GC3 and, while the MasterTech file in the Retribution DLC folder does seem to hint that Stardock considers Crusade to be the base game, I couldn't find any obvious cap or reset for admins. GalCiv's code has never been what you'd call lean and elegant, but it is starting to look like the conflict between legacy code and the changing "vision" for the game is approaching elemental levels of fustercluck <p

20 Replies 65,343 Views

Ha! Luxury! I've never had more than 3 administrators. None of the techs that promise more administrators actually deliver them (the descriptions don't seem to match the code, either). I always choose the malevolent option on the Outpost event just to gain the 5 extra administrators, but although the extra five admins get added to the administrators tally, they aren't immediately usable. To add insult to injury, I then find out that the malevolent part of the event actually occurs whe

22 Replies 102,801 Views

Galactic Civilizations first came out in 1993 . Babylon 5, which allowed access to hyperspace through gates, came out in 1994 . Stardock has always had an active fan base for GC, and we've always been willing to share ideas of what we'd like to see in the game. Stargates, mines, starbase varieties ad infinitum, an ideology system based on actual philosophy, ditto for the economic models, breaking combat in space and on planets into mini-games, a

91 Replies 487,339 Views

JJ, I can understand the in-game reasons for wanting separate Ages, but I also disagree with that kind of limitation, so I changed them... all better now. The parameters are set in TechAgeDefs.xml in the Game folder; mine are set to zero. Also, taking credit for proposing stargates in GalCiv? Karma -1. [e digicons]:thumbsdown:[/e]

91 Replies 487,339 Views

Yup. Aid Research, in particular, shows as having no prerequisite, but I've never seen it in a game. It seems odd that nobody else has experienced/reported this, unless my default assumption that the world hates me is correct... Thanks again.

6 Replies 9,262 Views

This applies to the base v3.2 game (no Crusade or Intrigue). The various planetary Projects (Military Subsidies, et al) are marked with the tag and don't show up in the planetary Build queue, but they do still show in the Tech Tree. Their absence means that when a planet's tiles are fully developed, the game is thrown into an endless "Idle Colony" loop. Disabling the tag (found in PlanetaryProjectDefs.xml) restores access to the

0 Replies 4,811 Views

Thanks, Horemvore. I saw the tag, but convinced myself that it must be ignored or inactive, since the Projects still showed in the Tech Tree. Disabling the tag restores and activates the Projects, thereby avoiding the Idle Colony loop. I'll report the bug and ask about AI Research and Aid Economy, since it seems likely that they are supposed to replace the Projects (and prevent the Idle Colony loop), but they're nowhere to be found in my (recent re-)

6 Replies 9,262 Views

I've recently tried playing home-made civs using the Krynniac and Torian Tech Trees and was surprised to see that they don't have access to any of the Projects (Military Subsidaries, Research Project, etc.) This means that the game loops on "Idle Colony" (because you can't skip it) when you run out of tiles to build on a planet. The only way around it is to either build-destroy-rebuild or queue a building, but cancel it before it finishes. Somehow, I don't think the AI is designed to handle s

6 Replies 9,262 Views

This is a v2.8 base game problem: I've fixed the "Research Lab is now Basic Lab" oversight, and I've identified that PlanetaryDefenseSystem_Name and EleriumDefenseShield_Name are pointing somewhere... else. Unfortunately, my attempts to fix the last two are being stymied by the sea of spaghetti that GalCiv 3 uses as a code base. Does anybody have corrected versions of the necessary files or a list of orphaned base game technologies that were replaced, renamed, or killed

0 Replies 8,718 Views

GC and AP repeatedly crashes on colonization events. I'm unable to play either game for more than 5 minutes straight. GC2 also crashes, but shows no map, so I don't know what event occurs prior to the game crashing. I've got the latest video drivers and DirectX 9.0c installed. The debugg.err files don't provide any clues on these crashes (which is unusual) and the "submit exception report" takes me to a page with nothing in/on it but the following: Submit exception inf

95 Replies 16,632 Views

Make that three accounts. I used a new email address when I bought AP and kept that address when I pre-ordered GC2. However, I've never been able to use the AP account email address to log on to SDC, I've always had to use the old GC1 email address. SDC behaves as if I'm a Past Customer (updates aren't available to me), as does Wincustomize. Hmmm....

8 Replies 10,499 Views

I'm not seeing GC2 anywhere on SDC. Could there be a problem with different accounts? I've had to log on here with my original GC account, which differs from the account I used to pre-purchase GC2 (since the accounts are tied to email addresses). I registered using the serial number from Stardock's email and I should have the latest SDC - 2.06a.324, build: 85. What's up, eh?

8 Replies 10,499 Views

Gabriel, Wow. Stardock, If the diplomacy coding isn't too far along, Gabriel's suggestions look, at first glance, like a great start to a pseudo-AI diplomatic engine that would have the potential to subvert all other elements of the game - just the way it seems to happen in the real world. Not having played the Political Machine, I don't know if you're already using this sort of model, but I think it could really add some "sticky" complexity to the game. I know that many times I

192 Replies 52,279 Views

Obviously, the PreCursor events are random (all the events are random), but I suspect they would require some extra code for them to be random and consistently logical. Your example of the planet quality improvement event is a case in point. The event isn't coded to check for the existence of planets within a given range of the target sector. Thus, when the event happens, the game reports sector improvement even where there are no systems to improve in the eligible sectors. <

6 Replies 384 Views

I'm having a similar problem. Everything's up to date. I even scrubbed the GalCiv directory and reinstalled GalCiv, just in case my old mods were causing a problem with the new version. The debugg.err file isn't telling me anything meaningful (usually you can figure out minor problems by reading this file). I'll start up Smart Exception for my next attempt and mail the crash file to Cari. I suggest you do the same, DE. End transmission. ~SDC~

3 Replies 407 Views

Add research, morale, and espionage to the Local Ability values of star bases. Add (expensive) mobility SBmodules (separate from Terror Star modules), so that we can build slow-moving 'Pleasure Moons' that can tour the galaxy lifting morale, increasing birth rates, and spreading influence (or increasing distaste for our wicked ways). Add (very expensive) mobility SBmodules (separate from Terror Star modules), so that we can build fast-moving 'Battle Stars' that can act as carri

192 Replies 52,279 Views

Here are four suggestions from a modding perspective: 1. Allow us to tie events to the tech tree, so that we can create moral dilemmas that only occur once a certain technology has been researched. 2. Add to the Events descriptors so that we can simultaneously give bonuses and penalties for Events that have broader consequences. 3. Re-organize the tech categories. For example, 1-Biology (Medical and Life Sciences/PQ), 2-Industry (Production), 3-Military (Defence, W

192 Replies 52,279 Views