I can see Kerry conceding, returning to the Senate as the most powerful Democrat, and then running again in 4 years against a non-incumbent Republican candidate.
Moser_Alchemist
Hmmm...looks like Florida has stayed in the President's column. The Senator pretty much needs Ohio in order to win now.
Hmmm...I loaded your campaign and it loads the first scenario correctly. However, I might have uncovered a possible flaw in the save campaign routine. I saved the first turn and the game autosaved the next turn. I went to the load game menu and each save had two entries. One entry was "Altarian Prophecy/YorMStart" and the second was YOR MAINFRAME/YorMStart". The first entry loads parts of the game and then crashes, the second one loads the game correctly. The Autosaves also have double entries t
I'll examine and perhaps try your campaign scenarios sometime this week (time permitting). :)
"Furthermore, I can even say that user reviews are often more fair than normal reviews, for the simple reason that more people review the game and the user review becomes much more representative unlike a normal review which is only based on 1 reviewer (sometimes more)." I think that you make a false assumption that the user reviews are representative. Its been my experience that user reviews tend
Moser is in the house!
The Aldarians are represented at GalCiv2.com! :)
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.
I need to append 3) to "The Breeding Tanks" should be renumbered to ID# 21 to avoid conflict with WallStreetInstitute from Tolot's Great Institutes.(instead of Greldonizer).
Congrats Aldar on joining the Millionaire's Club! :CONGRAT: :D :CONGRAT:
[quote]Will you do it for the SB-moduls too?[/quote] 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. :)
Answer to #1: Paladin-helps heal all friendly ships in the same sector (must have good morality) Vampire-Takes hitpoints from ships it battles (must have evil morality) Sovereign-Assists in the defense of all ships in the same sector(good) Wraith-Undermines the defense of foreign ships in the same sector(evil) #2: The map editor needs to be full screen in order to see the entire the right side of the star system editting menu. When at full screen,look
[quote]When the first public beta is introduced I plan on beta testing the program, and I will likely give up AP. Maybe not over night because early betas are typically not very stable but I suspect by the second or third beta I will stop playing AP.[/quote] Basicly, this what I plan to do too. My AP playing will be probably limited to testing other people's mods for AP. [quote]If a new GC 2.0 metaverse is created which would require new Empires I plan on recreating the Foundat
Preliminary report: So far, I combined your mod with all of the Stardock approved mods plus one of my own. The mod in of itself doesn't appear to have any conflicts. However, it raised my total improvements to 206 which seems to cause some display problems with a few of the GC improvements. I had no crashes though and the improvements all built correctly. Your mod puts the SB modules total over the default Bookend module #140, when combined with Icho Tolots mods. I had to renumber Booke
[quote]Political parties are limited to 18, and have to be sequential. If there are any gaps, things break.[/quote] I currently have 20 parties and so far, as long as they are numbered 0-19 sequentially, there appears to be no problems. [quote]Improvements: no known limit, but after a certain point the array will start to overwrite other data. There are not currently enough improvements, even with all known mods considered, to cause this. I know it happens only because I had, a
TrekE, We are refering to the Stardock approved mods available from the Library. Each downloaded mod has its own readme file with installation instructions. :)
CrazyHorse reports in the Foundation thread: "It is the mod that has to do with "goods", if you try to build the goods it costs an outrageous -88888888888888888888 bc and if you buy it then you get a plus 88888888888888 that is what I think makes the game anomalous, I am trying to figure out which one of the mods is this one." I'm thinking this mod might need a stronger than normal warning. :notsure: [Message Edited]
FYI, AP contains no new techs. It contains 2 new majors, new ships, custom maps, scenarios, and 1 campaign (plus the 3 editors). All new techs are actually part of GC 1.21.
I'll try it out Thursday. I'm going to combine it with several other mods to see how it fits. [Message Edited]
I've already been working on something like this for awhile. This week I'm unusually busy mid week so I might have to try finishing it this next weekend. I'll need to see how large the unique gfx portion is in order to see if I need to break the zip file into managable pieces.
Me either. I don't it think can accomplish anything. :notsure: Or if its presence can cause problems to the game because it has no abilities? [Message Edited]
Well I'm loaded to the teeth with nearly every Stardock approved mod including all three Tolot packs (plus 4 mods of my own). This give me 19 parties, 134 SB modules, 267 techs, 162 improvements, 52 ships, 31 anomalies, 10 invasion tactics, and 54 events and I still can't repeat the planet PQ problem from having +5PQ from party and +5PG from pick. Things to remember with mods to avoid problems: 1)parties must be number 0-18 if you have 19 parties or the data is jumbled 2)SB
I can't replicate the bug yet with Evil Pack mod installed and Research Inc party (+5PQ)and the +5 PQ pick that can give a PQ +22 Earth. I have no idea what else to try. Only thing that I can think of is that some max has been hit as far number of modded items at one time. I think I read that there is limit of 18 parties that can be used at one time and that somewhere around 4x the starting amount of improvements causes problems with data overlay. :notsure:
I'm going to run some tests with Evil Pack focusing on the Invasion tastic "Mind Terror". It has an influence penalty (this was not used by normal GC Invasion tactics) that might have an uncommon bug or conflict with something else. :notsure:
[quote]Actually, the galaxia node was supposed to be influence...[/quote] Yes, that make's more sense. For an influence SB module, 75 strength is not out of line, since Party Palace is strength 100 (cost 500). You could leave it 75 and have it cost about 350-450BC (?). :notsure: