Deathwynd

Deathwynd

Joined Member # 1218543
7 Posts 240 Replies 14,608 Reputation

Ok just spotted this and havent tested it but if you add that trigger to a custom ability it should be global for that entire faction, though only for built ships not any awarded or starter ships. Gonna go do some testing I'll report back when I have some answers.

23 Replies 30,141 Views

It would be awesome if you could make the custom race screen scale dynamically with the number of race traits and abilities. Currently if you add more race traits or abilities to a mod than fit on the screen the relevant section becomes scroll-able unfortunately this is not indicated by anything and the scrolling is extremely slow. So it would be nice if the custom race screen was either dynamic or even add an xml definition file for the height/width of the screen and leave it

0 Replies 4,866 Views

1.5 This is a direct effector in the amount of Promethion/Thulium you get. Unfortunately some game engine function causes you to get tons more thulium than promethion. Though come to think of it I am going to monkey around in StarSystemDefs.xml and see if I cannot increase the number of gas giants that spawn versus dead planets and see if that provides more promethion spawns.

11 Replies 49,644 Views

Oh and the ideology trait code only works because it works on a basis of the Zone of Control and as far as I can tell is the only way to do it as the Fleet target type will only function for this purpose if it is used with a Scope of ZOC when used with a scope of Global it simply fails to work at all.

23 Replies 30,141 Views

Its because fighters qualify as ships, I tried to do the same thing, with the same results. It appears the limit of ships in a fleet is 64 and so the game gives the initial ship its escort and then gives the escort and escort and so on and so forth. This does not happen with shipyards starbases and colonies because the code for them does not result in a recursive logic effect. Tried doing this using a target of Fleet but it results in no fighters at all. Best s

23 Replies 30,141 Views

Yeah after going back and rehashing my work with my custom planet traits I found I had one world type that was crashing the game. Commenting out that one world allowed the whole set except that one to work. Even removing the special effects I was trying to use and just using effects that exist internal to the PlanetTraitDefs.xml that one entry still crashes the game so for now I ahve just commented it out. MisterSaturnus it looks like you discovered the solution to you

6 Replies 8,090 Views

hrm ok I'll revisit the idea, I assumed since the file passed my xml compiler and the game didnt throw a hissy fit that it should work, wasnt using anything unusual just stuff thats already in the game files. Well thanks for the info thats good to know.

6 Replies 8,090 Views

Nope planet traits cannot have more than 4 effects and I have yet to successfully add a single new planet trait. I can get them to load up just fine, but as long as there are any new traits in a mod the game simply crashes straight to desktop as soon as you try to generate a map.

6 Replies 8,090 Views

From what I have learned in my own modding this fix will work because something targeted at "AreaEffect" will alter the values that all AOE applies. Every race has a similar tech and I cannot fathom why it would be set to effect Research. I think what you may not be realizing is AreaEffect is a code object just like starbases ships and colonies, it is generated only by starbases but anything that uses AreaEffect as Scope will apply to every zone generated by every one of that

15 Replies 62,326 Views

Oh certainly, as far as the not fighting thing goes I just assume that is some kind of stall in the processing of the battle. The not repairing and not being able to hit the enemy ship more than a couple times happened straight from the beginning of battle in another fight entirely and THAT was extremely annoying. A consistent battle resolution process is essential to any game that includes combat and conquest as elements of success seeing as there are times winning or losing

3 Replies 6,206 Views

Ok this just becomes more and more frustrating. I just watched another battle using a ship with tactical repair. Facing a much smaller and weaker foe it flew in, completely failed to ever repair itself, and shot its beams off into deep space while being slowly pounded to scrap. I'm sorry but while I am normally forgiving of glitches and bugs, when my proven successful designs simply fail like this it makes the balance of the game completely nonsensical. Why not j

3 Replies 6,206 Views

Ok so I'm sure everyone is aware of the bug where sometimes some of the enemy ships in larger battles cruise along side by side with your own ships, neither side firing for awhile as they report as being out of range. Well when this happens with a ship that has tactical repair, once the battle resumes the tactical repair ceases to function. I had a ship with tactical repair that handily defeated many ships until I ran up against this, after the battle resumed it sat there

3 Replies 6,206 Views

Really wanted to say Gauntlet, as an old kitbasher and modeller from back in the days of the Starfleet Command. You do damn good work. Very fine shipsets with excellent thematic presentation and I love how all your ships are not only cohesive to themselves with just the right number of small details but they each remain an important part of the whole shipset. That kind of cohesive design vision shows more skill and artistry than some folks may realize. Frankly I am

1,416 Replies 4,492,319 Views

I can offer a workaround of sorts. When adding a custom race in the custom race screen you can name their homeworld whatever you like. Choose one of the existing homeworlds and name it as you wish. In combination with this add a new ability entry to the AbilityDef.xml with the following two triggers in it. OnStartTurn 2 <Action

7 Replies 11,977 Views

Here's hoping you find a solution but the only advice I can offer is to be patient and wait for the dev's to expose more of the game settings to the xml files. I have looked at what you are trying to do and have tried to do similar things myself and it appears that certain functions are hard coded into the game engine. As near as I can tell, you cannot add new starting star systems, you can edit the existing ones but adding anything does exactly bupkiss. The same i

7 Replies 11,977 Views

Ran across this in the modding forums, he didn't include any code but thought it was a petty concise list, though without testing I can't be sure all the things he mentions are actually broken but glancing over it it appears many are. https://forums.galciv3.com/467119/page/1/

113 Replies 436,947 Views

Putty101 you seem to be just begging for an argument or looking for reasons to be upset. When you complete a tech any research points you have remaining in your pool are then applied to whatever tech you choose to research next, it does not automatically apply them to anything, they are applied to your next research project. This is the case whether those extra points are leftover from your current project or gained from a bonus. The only occasion where you lose a resear

212 Replies 858,493 Views