This is a problem a handful of people have with the game and it has nothing to do with the mods themselves, it has to do with the game and how it interacts with system permissions on the individual computer. Browse the forums, some folks have found solutions, others have never found a fix, I wish you the best of luck.
Deathwynd
Yeah that's SD's bug, it rare but I've run into it in the unmodded game, it seems to have something to do with the AI as a couple of time that I have seen this the AI arrived there shortly ahead of me and then their ship is gone, so I suspect it is some interaction between the AI and the anomaly but not certain either way.
This is a problem a handful of people have with the game and it has nothing to do with the mods themselves, it has to do with the game and how it interacts with system permissions on the individual computer. Browse the forums, some folks have found solutions, others have never found a fix, I wish you the best of luck.
Thanks guys, I'm really glad you are enjoying it!
Yep tested fully with both 1.3 optin and live versions, all should be well.
Yep tested fully with both 1.3 optin and live versions, all should be well.
Yep essentially the module is just a standard construction module with a few tweaks tested all my mods with 1.3 optin and live versions.
All my anomalies are standard format they just simply have additional features so yes they will respawn and work with 1.3 just fine. Only way they might break is if SD changes the related XSD format and they rarely do that.
Updated to 1.2 -=ChangeLog=- Begin V1.2 (Fix) Removed the IsIndestructible tag so the propaganda center can be demolished. End V1.2
Yeah I can release a version without the IsIndestructible, I made them indestructible originally out of concern over what the game would do with the Patriotic setting if the building were removed. But it seems to be a non issue so I can certainly remove it.
I have no idea why or how they would be building multiples, the structure is set up like every other limited construction building in the game and it should be impossible to build more than one. It uses the standard IsPlayerWonder tag and when built immediately disappears from the build queue. The problem lies in Stardocks buggy code.
So has anyone considered overhauling the production system to use buildings instead of pop? It would be alot of work but we could turn off pop = prod entirely and convert buildings from +% to +points. Thoughts?
Updated to version 1.1!
Even a rudimentary system would be of enormous help, an example I can point out is endless space, a game whose modability was frankly limited but still better than GC3's overall. And this was largely due to a simple dependency system. You listed in the header for the mod those files the mod had dependency on, then you could build your files as you saw fit. If for example you were modifying ship components and wanted to overwrite a specific component you did not need to replace
Yes apparently I'm not at all smart for not wanting to create a system whereby the user needs a spreadsheet and an algorithm to figure out what components to use on their ships. Next time you care to insult someone try thinking first. Just because you can do math doesn't begin to make your math worth using.
Yep havent seen any issues with it why is something not working correctly?
Something I think is not clear to most of the folks in this thread is that all modifiers are additive. This means that when you put a jamming module on a ship that adds 20% jamming and add another that add 30% jamming you get 50% jamming. The same goes for accuracy. Weapon range, cooldown, and damage are added per damage type to ALL weapon on a ship so if you add beam range on a specific weapon not only will every instance of that weapon add additional range it will add
Yep RaceTraitSliderDefs.xml would be the simplest place to make adjustments
Yeah thats normal. The right side should be scroll-able, it allows one to scroll down and select from the original non mod traits. All the original traits are set to zero cost so they don't monkey with my costs and they are only provided because excluding them entirely creates issues any time someone uses a non mod based race and wants to keep some of their stats intact. Yes it does mean you can add any of the original traits in at no cost but my job isnt to hold p
Updated to version 1.6 V1.6 (Fix)Changed the Game Start trait to produce uninhabited worlds in home system, as was originally intended. (Tune)Added the IsAnctient Tag to Heirs to the Ancients
I'll be honest I have no idea why the unlock command fails, if I load a standard race it works just fine, and I would suspect that some of the traits in GalDiv would not cause issues. However I believe it is the traits which add access to specific improvements or ship components which cause the crash, presumably the game gags when it tries to add those. The ones that add special access are the Speciation traits and the Society traits. Because the unlock comman
No problem, I prefer to stay on top of these things, can't fix em without knowing about em.
Ok I am completely baffled by what you are seeing as unloadable games under 1.2 I have tested with every trait and ability permutation I can think of inlcuding builds with massive amounts of negative traits as well as with all the old traits which are zero cost in GalDiv. I have done this repeatedly including games with and without long soaks and I cannot replicate this problem of games not loading. Is it possible you are trying to load old save games from pre 1.2 while
New Version 1.1 uploaded.
I havent run into that problem as yet but I'll get down to some testing, I suspect they have implementd some sort of error checking to make sure races follow the rules. tbh you could create a race previously with an edited set of costs that was totally unbalanced, then turn off mods and play multiplayer with that race and the game wouldnt even notice despite having a race with every possible bonus. In game the diplo details screen only shows 2 abilities and your race traits, you could eve