Why are there more habital planets per star on galactic civilizations 2 ultimate than there is in galactic civilizations 3

It's kind of pointless it's not abundant to my opinion.

What I'm really saying is that Stardock to my opinion doesn't seem to watch the comments right, like when someone who plays rare planets wants fewer planets; then the answer shouldn't be lower all the planet settings, but to lower the rare settings. If someone thinks that abundant has to many planets then the honest answer is play a lower setting. Make no mistake some of us like lots of planets.

While I'm at it I don't think anyone who hasn't played this game for six months should be complaining about the game being to hard. Since when do you play a game that you can beat without playing it for six months since most of us will play a game for at least six months if not years.

15,550 views 17 replies
Reply #1 Top

Wrong forum board dude.

Reply #2 Top

Where should I post this.

Reply #3 Top

You're in the Sins of a Solar Empire forum board. You are browsing it from the Galactic Civilizations site, but all Stardock published games share a single forum database. So you basically posted a thread about Galactic Civilizations on a forum board for the game Sins of a Solar Empire. So this is probably not your intended audience. :p

 

So you need to go to the Gal Civ III forum and post there.

Reply #4 Top

I just realized what happened. My mouse sticks when I select it.

Reply #5 Top


It's kind of pointless it's not abundant to my opinion.
End of quote

 

The issue is due to how the map generates planets/stars. There is an upper limit of planets per map size that is kinda random in its generation, where you can either get less planets or in some cases tones.

They are addressing it in the 1.4 update which should be out the end of this month.

Paul talks about it in the latest dev stream here:

https://forums.galciv3.com/472081/page/1/#3592865

its about a quarter way in but really the whole things good to watch imo :P

 

in the mean time if you dont want to wait you can mod in a higher limit yourself by doing the following-

Find MapSizeDefs in the data/game folder, then change every instance of <MaxHabitablePlanets></MaxHabitablePlanets> to 999999. This should remove the arbitrary cap and you should get more planets.

You have to do it for each map size your going to use, its all clearly listed in the file so should be easy to tell whats what. Also keep in mind that the number is required to be a multiply of some number which i dont have on hand, so if you start a map and the game crashes just try a new number. generally keeping it as an even number helps. You can set it as 999999 but i set it to like 250 from 180 for the huge map for example, which i found was more then enough without going crazy.

Reply #6 Top

The number of planets per systems (and stars on the map for that matter) was severally cut back just after the game was launched.  I happen to have a mod that restores it to that level.  It is still a little bit under the GC II generation (I'd say the mod I have is about 85% to 90% or so), but at least it is better than the base game.  If lots and lots of planets is what you want, that is. :)

I'll edit in the link to it in this post in just a sec. 

Download this mod and it will increase the number of planets generated quite a bit: https://drive.google.com/uc?export=download&id=0By8Y969dyvLHYU1lbzlLSXFhcDg

 

 

Reply #7 Top

Quoting 00zim00, reply 5
In the mean time if you dont want to wait you can mod in a higher limit yourself by doing the following-


Find MapSizeDefs in the data/game folder, then change every instance of <MaxHabitablePlanets></MaxHabitablePlanets> to 999999. This should remove the arbitrary cap and you should get more planets.

You have to do it for each map size your going to use, its all clearly listed in the file so should be easy to tell whats what. Also keep in mind that the number is required to be a multiply of some number which i dont have on hand, so if you start a map and the game crashes just try a new number. generally keeping it as an even number helps. You can set it as 999999 but i set it to like 250 from 180 for the huge map for example, which i found was more then enough without going crazy.

End of 00zim00's quote

That's not the only thing that needs to be changed, though.  StarSystemDefs.xml was ALSO changed and made so the number of planets per system was dramatically reduced.  You can have all the number of stars in the galaxy you want.  Won't matter much if few of them have habitable planets. ;)

Rather than just fiddle around and try to guess nice amounts, I just used the pre-1.03 XMLs and made a quick mod of it. ;p

Reply #8 Top

Is that file for only mods, or where do I find it. My next question is how do I get rid of class zero planets.

Reply #9 Top

Quoting admiralWillyWilber, reply 8

Is that file for only mods, or where do I find it. My next question is how do I get rid of class zero planets.
End of admiralWillyWilber's quote

Yes, that file is a mod. But you can have it as your only mod if you want.  Just throw it in the mod folder, turn on mods, and play the game as normal.  All it does is up the generation of star systems and increases the number of planets per star system.

As for getting rid of Class Zero planets, haven't looked into that.  That would absolutely need a mod if it was even possible.  And it might cause problems since the game turns some Class Zero planets into Thulium and Promethion at map generation and there are a few Mega Events that presume the existence of Class Zero planets.

Reply #10 Top

Couldn't get rid of class zeroplanets. My new question is I would like to start every species; except terran in a random system preferably with a random starting planet. Even better if it had a possibility of being extreme. For the terran I would like  to change Jupiter and Saturn into heavy gravity planets, Mercury into a Barren world How do I go about doing that.

Reply #11 Top

Quoting BuckGodot, reply 6

The number of planets per systems (and stars on the map for that matter) was severally cut back just after the game was launched.  I happen to have a mod that restores it to that level.  It is still a little bit under the GC II generation (I'd say the mod I have is about 85% to 90% or so), but at least it is better than the base game.  If lots and lots of planets is what you want, that is. :)

I'll edit in the link to it in this post in just a sec. 

Download this mod and it will increase the number of planets generated quite a bit: https://drive.google.com/uc?export=download&id=0By8Y969dyvLHYU1lbzlLSXFhcDg

 

 
End of BuckGodot's quote
O.K. worked up until now can you make me a abundant mod for mercs.

Reply #12 Top

Quoting admiralWillyWilber, reply 11
O.K. worked up until now can you make me a abundant mod for mercs.

End of admiralWillyWilber's quote

I'll be releasing an actual, proper, mod for this called "Moar Stars" tonight or tomorrow. :)

Reply #13 Top

The game should tell you roughly if not exactly how many habitable planets you can expect on the map you're creating when setting up your game.  I've thought this should be the case since GC2.  It's really the most important thing to know when setting up a game (except perhaps map size) since the more planets the longer the game will last, and yet the game doesn't tell you.  

Stardock just isn't very good at relaying important information to the player.

 

Luckily habitable planet amounts are easy to mod in the mapsizedefs file.

 

EDIT just realized this was a necro thread.

Reply #14 Top
Quoting BuckGodot, reply 12
Quoting admiralWillyWilber,
O.K. worked up until now can you make me a abundant mod for mercs.




I'll be releasing an actual, proper, mod for this called "Moar Stars" tonight or tomorrow. :)

End of BuckGodot's quote
Thanks will be looking forward to it.

On a different note my game has grid lines clicked in the options, and there is no grid.

Reply #15 Top

Quoting admiralWillyWilber, reply 14

On a different note my game has grid lines clicked in the options, and there is no grid.
End of admiralWillyWilber's quote

I also have grid lines checked in the options, and not the hide grid lines out of influence option, yet after loading a saved game the grid lines outside my influence are almost invisible.  I have to scroll way in to be able to see them.  This seems like a regression from previous versions.

Reply #16 Top

<Apologies in advance for cross discussion - my last post on it tonight, just wanted to cover all the bases since someone in this thread specifically wanted it>

Quoting admiralWillyWilber, reply 11
O.K. worked up until now can you make me a abundant mod for mercs.
End of admiralWillyWilber's quote

Quoting BuckGodot, reply 12
I'll be releasing an actual, proper, mod for this called "Moar Stars" tonight or tomorrow. :)
End of BuckGodot's quote

Quoting admiralWillyWilber, reply 14
Thanks will be looking forward to it.
End of admiralWillyWilber's quote

And released in this thread:  https://forums.galciv3.com/475516

So now we can stop talking about this here! ;P :)

Reply #17 Top

Quoting BuckGodot, reply 16

And released in this thread:  https://forums.galciv3.com/475516

So now we can stop talking about this here!
End of BuckGodot's quote

We all thank you for this, I still wish this was built into the game and, who knows maybe eventually they will up their hard cap :) Even though I don't use mod's it's nice that you created this for others.  Mainly because I enjoy playing games as intended even if I wish they were different... :P