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Do you still think GalCiv 1 is fun even with GalCiv II out?
758 votes
1- Yes
2- No


4:03 AM
Jun 24th, 2025
Evil Pack
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by Veteran Icho Tolot - 9/28/2004 10:32:18 AM

The Tolot Modding Cooperation Evil Pack has reach beta phase.

The Mod will contain:
34 Technologies
27 SBmodules
25 Improvements (10 mormals, 6 Wonders, 5Achivements and 4 Trade goods)
3 Ships
2 new Political Parites
2 Invasion Tactics

I'm still looking for testers
_______________
Do not step into the path of an halutian

                          
#1  by Citizen Moser_Alchemist - 9/28/2004 1:44:27 PM

Ready, willing, and able.

Attach the file to a PM in Neotech or Embassy.
[Message Edited]

                            
#2  by Veteran Icho Tolot - 9/28/2004 3:00:38 PM

You should have the zip by email

                          
#3  by Citizen MrKorx - 9/30/2004 1:44:46 PM

Schick per e-mail rĂ¼ber oder pm @ neo
Ma sehn was du gutes zusammengebastelt hast

#4  by Citizen gmt76 - 10/2/2004 7:04:20 PM

Me too, please.

          
#5  by Veteran Icho Tolot - 10/5/2004 4:22:53 PM

MMmm acording to the test status the mod will be ready to dl at the ed of the week

                          
#6  by Veteran Icho Tolot - 10/14/2004 11:12:04 AM

Finally The Evil Pack has been submitted.
Enjoy the newest product of the Tolot Modding Cooperation.

                          
#7  by Diplomat Peace Phoenix - 10/15/2004 3:17:13 PM

Target Icho Tolot seen. Proceeding to elimination .....

Target eliminated

Contrat asked here http://www.galciv.com/forum.asp?BID=GE&id=191527#191647 Link

                          
#8  by Diplomat Peace Phoenix - 10/15/2004 3:45:07 PM

Elimination foiled due to inacurracy of weapon used against the Halutian.

You may not be so lucky next time, Icho Tolot

                          
#9  by Senator Drengin - 10/17/2004 6:20:25 PM

Icho please let me know about the outcome of the pq instability of the mod pack. I have now had 2 people email me about this. The pack has been de-certified for the time being, but if i get any more people reporting this problem i will have to remove the mod until i am sure it is ok.

email > mace@diplomats-empire.com



                        
#10  by Veteran Icho Tolot - 10/17/2004 6:32:21 PM

Thats interesting, cause non of my testers reproted that problem to me, but I'll relook at it

                          
#11  by Senator Drengin - 10/17/2004 6:43:20 PM

Got to be 100% sure its not the mod pack before i can restore the certification to it.  However i do have faith in you, so look forward to the resolution of this matter.



                        
#12  by Citizen Moser_Alchemist - 10/17/2004 10:17:33 PM

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.

                            
#13  by Citizen Moser_Alchemist - 10/18/2004 12:01:18 AM

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.

                            
#14  by Citizen Moser_Alchemist - 10/18/2004 2:28:20 AM

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 modules must be sequential and be under ENDCAP total of 140

3) Don't use TheGreldonizer with Monstrous Mod unless your change the ID of Breeding Tanks or The Greldonizer(Wonder, Trade Good, and Achievement IDs must be unique)

4)Techs do not need to be sequentially numbered but must have unique ID numbers

5)CariElf's Mini-Colony ship cannot be used when using Tolot's mods since he has a MiniColony ship included(each ship needs a unique name to work properly)

6)Make sure all accompanying GFXs are in the appropriate GFX folder



                            
#15  by Senator Drengin - 10/18/2004 11:31:02 AM

Moser could you please add all of the approved mods you have into one zip file (including the pol parties and inv tactics etc) and either email them to me or upload it to the embassy forum. I would like to add it to the library to make it easier for players to get to the 'good' mods and it would save me hours of searching.

If you have already sorted them into numerical order etc it would be very nice of you ::HINT::

email > mace@diplomats-empire.com

Thanks

~~Mace



                        
#16  by Citizen Moser_Alchemist - 10/18/2004 11:44:33 AM

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.

                            
#17  by Veteran Icho Tolot - 10/18/2004 11:56:29 AM

Can't reproduce Weyrs problems

                          
#18  by Senator Drengin - 10/18/2004 12:00:08 PM

No me neither. The other problem was a sb numbering issue, so going to return the approved title to the mod for you.

Thanks again for a great mod



                        
#19  by Veteran Icho Tolot - 10/18/2004 1:10:06 PM

I thought I explained an solution for the SB numbering thing

                          
#20  by Senator Drengin - 10/18/2004 1:17:50 PM

You did Thats why it was an easy fix

                        
#21  by Veteran Icho Tolot - 10/18/2004 1:26:51 PM

Well, good to see the aproval sign again

                          
#22  by Citizen Hegetaga - 10/25/2004 12:40:10 AM

lol.. i just finished my game and got a zero.. but after reading some of these i beliee i may know why.
3) Don't use TheGreldonizer with Monstrous Mod unless your change the ID of Breeding Tanks or The Greldonizer(Wonder, Trade Good, and Achievement IDs must be unique)




                      
#23  by Citizen Moser_Alchemist - 10/25/2004 1:04:28 AM

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).

                            
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