ZenoIagara

ZenoIagara

Joined Member # 2455617
9 Posts 29 Replies 4,815 Reputation

Sorry I should have mentioned that I am using TA. I'm not seeing any spelling errors, it just doesn't appear to allow interstellar communications unless you have a tech called UniversalTranslator, and because I have a tech called UniversalTranslator I get offered the option to build Embassies that I don't want. In addition to the above list. 4, is it possible to alter the ships that are offered at the start of the game? 5, can you set a

3 Replies 4,826 Views

Hi, I'm working on my own mod and have a few questions... 1, is the requirement for UniversalTranslator hard coded, I've replaced it with a different name that fits with my mod and it doesn't accept it for communication? 2, how can I stop the original PlanetImprovements.xml interfering with my modded PlanetImprovments.xml? The issue is due to having to use a technology called UniversalTranslator I'm being offered the Embassy in my improvements list, even

3 Replies 4,826 Views

Spaxspore, as you are responsible for the movies used in the mod first I have to say your choices are good, but they are way too long. The movies used in the tech discovery sceen could be replaced with much shorter movies, I don't think anyone would spend anywhere near a minute on the tech discovery screen, more like 10 secs. Also, the starting movie could be cut down too, after the Enterprise bit cut the rest up until the fighting sequences at the end. Not dissing you

9 Replies 7,227 Views

I've had the minimap problem happen regularly. I have an Intel P4 3.06 HT processor. Jason

30 Replies 10,368 Views

I hope one of the bugs you have fixed is the one that occurs when you culturally take over a planet. It's been really bugging me recently as I keep having to restart the game as the minimap graphics get corrupted Jason

12 Replies 24,357 Views

If I have anything in the build queues then my funds really do drop. I believe it's what Random50 said about the penalty. How do we go about getting it removed? Jase

16 Replies 11,831 Views

The other possibility I can think of...there's an income penalty for your treasury moving over 20000BC, something like 20% I think (multiply expected income by 0.8) What might be happening is that you pass over 20000, so your income drops and you start losing money, but a few turns later you're back under 20000 so the income picks back up again. Another few turns later you

16 Replies 11,831 Views

My cash problems usually happen later in the game. For several turns I'll lose loads of money then suddenly make money, only for it to flip again a turn or two later. This seems to happen even if I don't have anything in the build queues, so if I can get my planets to be self supporting then I know that my money problem is else where. Jase

16 Replies 11,831 Views

So does the trade income get added to the planet the route connects, at the end of all the calculations, or does it go straight into your coffers? The reason for all this economic stuff is that every time I get to a certain point in the game I start losing money rapidly. So, I thought that if I learn more I might do better. Ta Jase

16 Replies 11,831 Views

Thanks for the information Random50. One question though what about trade income where does that come into it? Ta Jase

16 Replies 11,831 Views

Does anyone know the base line for the economy? I created a race with no ecomonic bonus at all. I then set the tax rate to 40% and it resulted in an income of 31bc. Civilisation Economic Bonus = 0 Planetary Economic Bonus = 0 (markets etc) Population = 5.00b Approval = 42% (due to 40% tax) Planet Quality = 10 How did the game come up with the 31bc tax income. Ta Jase

16 Replies 11,831 Views

Thanks for your feedback, I did have a game where I bumped up the intelligence on the Vorlons and Shadows and it still went the same way, strange. Anyway, I've got a war to wage against the Minbari. Ta Jase

157 Replies 143,233 Views

I play the mod on normal and the game seems to follow the same path each time. The Vorlons and Minbari form an alliance; the Centauri dont get past having half a dozen worlds before being the first to be wiped out; the Shadows are the next to be wiped out leaving me (EA) and the Narn v the 'good' alliance. Is something out of balance and requires adjusting as the 'evil' two can't be that constantly poor. Excellent mod though. Jase

157 Replies 143,233 Views

I've noticed several times that one of my opponants finds a powerful artifact, according to the text it makes them stronger in several ways each day and so that race must be destroyed. What does it actually do? I've tried to find it in the xml files but have yet to locate it, also has anyone had this themselves rather than an opponant? Ta

3 Replies 3,736 Views

If this happens to me I usually vote for a hefty fee on starbases from the UP, may as well get some money from it. I agree that it is an aggressive move and you should be able to deal with it someway.

46 Replies 19,592 Views
Reply to Pirates! in Game Talk

I like long term games and won't trigger the victory conditions for as long as possible, so I've seen qute a few pirates with v1.11 The game I've just finished I had to rush to the technological victory as a fleet of pirates was going round wiping out everything I owned I had maxed out the tech tree and the most number of ships I could have in a fleet was five with a maximum logistics of 42

27 Replies 11,160 Views

The game has crashed a couple of times since the installation of 1.11, this is the latest debug.err file. The file lib3d.dll or something similar is mentioned at the point of the crash. Debug Message: Version v1.11 last updated on: Mon May 8 11:15:04 2006 Debug Message: Could not find a TGN Serial No. Debug Message: *********DXDiag info follows.********* System Info Time: 5/15/2006, 18:19:53 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name

1 Replies 3,539 Views