georget

georget

Joined Member # 636355
0 Posts 0 Replies 57 Reputation

I for one, would enjoy seeing it reposted in a 'fixed' form. I've enjoyed the events you've been creating a good deal, and am especially impressed with the graphics you've created to go along with them. I also wouldn't mind if you posted a mini-tutorial on methods/techniques to aid other event authors in creating custom art work for their (and my) events. ;) Your graphics, simply put, look great, and remain true to the spirit of the graphics in the game. Great job! -GeorgeT

2 Replies 130 Views

Thanks so much! :) Hopefully it won't be too difficult to implement. I'll be looking forward to it if it is possible to have added. :) Thanks again, much appreciated. -GeorgeT

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Hmmm, on second thought, a boolean couldn't work, but perhaps something like 0=No Change, 1=Morale Bonus, 2=Morale Penalty? Trying to keep it short, but functional. :) Thanks again, -GeorgeT

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This question is aimed primarily at the devs. I was wondering if it would be possible to add a few new variables into the .event files? Specifically, I'd like to see something similar to GoodPopChange, NeutralPopChange, and EvilPopChange, only for morale adjustments? For example GoodMoraleChange, etc.? I ask this, because I'm finding a good number of ideas I'm coming up with for events, should have a corresponding morale penalty/boost for the specific choices that are offered. The morale boost/p

3 Replies 1,688 Views

Ahh, ok, I get it. :) Thanks for the info HawaiiFive-0, you've once again got the answers I need to get these events going. :) Thanks, it's very appreciated! -GeorgeT

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Hi all, could someone clarify something real quickly for me? I'm wondering if, in the .event files, the GoodPopChange, NeutralPopChange, and EvilPopChange values are 'hard' numbers, or percentages? For example, if I define -50 for one of the values, would that lower the population by 50 people (or 50 thousand/million/billion), or would it be 50% of the current population? Also, is this population change 'Empire-Wide', or does it only effect the 'local' planet/system? Thanks in advance.

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Hi all, I was wondering if anyone else has experienced this behavior, as I have experienced this in my most recent game. The I-League was at war with the Drengin, and were down to their final star system. The Drengin then invaded and conquered the I-League's last system, and I got the message that basically said the I-League is no longer present in the galaxy as they had succumbed to the Drengin Empire. A couple of turns later (3-5 turns or so,) one of my systems 'defected' to the I-League. Imme

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I was afraid of that. :( I was working on an 'ozone layer' event that basically went 'Scientists testing an unauthorized weather-control system, had a serious malfunction causing a massive release of CFC's into the atmosphere. This has caused a large hole in the planet's ozone layer that is growing at an alarming rate and could damage the planet as a whole.' Then the options were going to be something along the lines of: (Good) 'Spare no expense in stopping the expansion of the hole.'

3 Replies 1,799 Views

Hi all, I'm working on a new event, and I'm not sure if this is possible or not. Is there a way to assign multiple values to an event? For example, in the event I'm working on, I'd like the 'evil' choice to reduce the current planet's quality level while at the same time giving an econcomic boost. Is this possible to do, or am I restricted to only modifiying one attribute for each choice? Thanks in advance for any help/info. :) -GeorgeT ~SDC~

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Boogiebac, I just wanted to say thank-you for this information. :) I would've posted the 'thank-you' sooner, but I was too busy trying my hand at making a few events of my own. :) This info has been extremely helpful to me, and I'm sure, many other folks out there. :) Thanks again! -GeorgeT ~SDC~

44 Replies 8,039 Views

Hi all, I uploaded my first .event file today to the library. When I was filling out the form, I put in my screen-name in the Name field as opposed to the name of the event. Once it 'previewed' for me, I saw the problem, and hit the edit button to fix the name. Unfortunately, I got an error message along the lines of 'resource not found' or something similar, and now I can't find the entry to fix it. :( Any suggestions on how I can fix this? The event should be called 'Toxic Algae', but because

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LOL Thanks for the replies guys. I thought it might be him, but wasn't sure. Now I *really* wish I had heard about this game back when beta was still going on. Those text strings that TheHamster dug up really made me laugh my butt off. I really don't know what my reaction would be if say, the leader of the Yor Collective turned around and said something like "Give us peace or we'll sing songs from the Phantom of the Opera sound track..." Too funny. :) Thanks for the confirmation guys, a

11 Replies 581 Views

Hi all, I'm wondering if anyone knows of a site that has info on the data stored in the .event files? I've got a few ideas for a few new random events, but I haven't been able to decipher what, in fact, some of the values do. Thanks in advance for any help. :) -GeorgeT ~SDC~

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Ok, so I was digging around in the \gfx folder, looking to see if some/any/all of the interface elements may be located there for skinning. While going through the .pcx files, I came across a file named Message_RaceImage35.pcx It's a picture of a guy standing in front of basically an in-game star map. So my question is, is this a picture of the game's 'main man', Frogboy? Or is it some other member of the development team? Maybe a frame for a random 'the devs take over the gala

11 Replies 581 Views

I agree as well. :) This is one of the best games I've owned. It's a complete blast to play, and I can most certainly see it remaining on my hard drive for years to come. The development team has impressed me every bit as much as the game itself has. Most gaming companies tend to go on vacation after release, but Brad and the rest of the Stardock team have been addressing issues faster than any development house that I've ever encountered. Kudos on an extremely fun game that literally has limitl

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Hmmm, that's very strange indeed. I do believe the range is limited with the Terror Star, but the range limitaion would/should prevent the Terror Star from even entering the sector that the star systems are in, not from letting it get close and not be able to attack. I remeber two or three games ago, I tried to send a Terror Star to the opposite end of the galaxy, and I got the "that's too far from one of your planets or starbases to travel to" message. I put a couple of starbases to make a 'rou

5 Replies 323 Views

Have you researched Planetary Destruction? Once you have a Terror Star researched and built, you still need to research Planetary Destruction in order to destroy star systems with it. I wasn't able to determine from reading your post, whether you had already used the Terror Star against other star systems or not, so I'm replying under the impression that this was your first-built Terror Star, and your first attempt to use it against a star system. Hope you find this helpful. :) -Ge

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Aww nuts! :( I was thinking of it's strategic significance, if creating a star actually worked, and did indeed destroy other star systems within it's sector when created, it could become a powerful tool in infiltrating a heavily influenced AI sector. You know, create a star in their most powerful sectir, taking out their 'best' resources by destroying the system(s) present there. Occasionally, the aftermath could be a habitable planet orbiting the new 'dwarf' star that was created. This could gi

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I too, think the movement speed of the Terror Star is a bit too slow, but I think a movement rate of 4 may be a bit too high. Maybe new upgrade modules for the Terror Star could be implemented that could provide a speed boost. I'm thinking perhaps, 2 module upgrades with a 'Terror Star Speed +1' rating each, thereby giving the Terror Star a maximum movement of 3. I don't think a speed of 3 would be too unbalancing, but I do kind of feel like a speed of 4 is a wee bit too much. Just my o

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In my last game, I managed to research Star Creation. After I had it researched, I never was able to figure out how to go out and create a star. I know that when the technology gets researched, the game tells you that Star Creation technology can only make the small white stars, and not the 'good' yellow ones that are more-likely to have habitable worlds, and also that it could/would destroy other nearby systems. Well, I had a completely barren sector (no stars) which was surrounded by empty sec

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Build or upgrade an existing starbase. Once you have terror star researched, when you go to upgrade the starbase, you'll see the terror star modules start showing up on the military modules page. There's like 4 or 5 module upgrades required to make it a functional terror star. They appear one at a time, in the order they need to be applied. I usually amass several constructors on a nearby, well-defended planet. Once I've got around 6 or 7 constructors in orbit, I launch them all and construct th

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I was also having a problem with the turn button turning into a timer icon and never coming back. I turned off the auto-save, and it hasn't happened to me since, at least not yet. It seemed to be happening (at least to me,) while AI ships were fighting while the game was trying to autosave. I noticed on the occasions that it was happening to me, that the AI battles began moving very slowly and the timer wouldn't switch back to the turn button. Pressing ALT+Tab then the windows key a couple of ti

17 Replies 1,018 Views