Moser_Alchemist

Moser_Alchemist

Joined Last seen Member # 802082
0 Posts 11 Replies 518 Reputation

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.

43 Replies 16,888 Views

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

15 Replies 368 Views

"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

10 Replies 13,437 Views

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.

28 Replies 3,528 Views

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).

23 Replies 2,667 Views

[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. :)

28 Replies 3,528 Views

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

8 Replies 341 Views

[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

13 Replies 520 Views

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

21 Replies 2,474 Views

[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

9 Replies 2,212 Views

TrekE, We are refering to the Stardock approved mods available from the Library. Each downloaded mod has its own readme file with installation instructions. :)

12 Replies 3,199 Views

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]

5 Replies 1,854 Views

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.

23 Replies 2,667 Views

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

23 Replies 2,667 Views

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:

23 Replies 2,667 Views

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:

23 Replies 2,667 Views

[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:

21 Replies 2,474 Views