[quote who="Derek Paxton" reply="11" id="3525320"] We went to bink2 for performance reasons. We would have to write code to handle both, and we may even need to pay an additional licensing fee to do that. I'll ask the Rad Game guys to see if there is a way modders can make Bink2 movies for GC3. [/quote] Thanks for even looking into it :)
markmid
[quote who="BuckGodot" reply="8" id="3524265"] Quoting ForesterSOF, reply 6 Like you had the Battle Viewer crowd. Now there is the Custom Faction crowd. Those 100 opponents won't form themselves you know. [e digicons]:P[/e] OK, maybe with Steam do
Will you provide support for standard bik files, so the average modder can add video or animated files? Bk2 files, so far I haven't been able to obtain a license for as a casual modder or individual, I think they only sell it to game developers. Thanks for reading either way.
This is a concern definitely. You could make the AI try to haggle for peace at the point of having no shipyards, this is a valuable observation in it's concerns for when to offer a peace treaty. Also a MASSIVE concern in what it needs to defend, and prioritize for defensive actions. Of course if the player doesn't want peace, what can the AI do with 0 shipyards. Well it can prioritize trading for ships with other races. I also wouldn&
I put together my initial thoughts on what would help modders, and possibly the devs themselves in mission design in one suggestion, here. https://forums.galciv3.com/460447/page/1/
[Suggestion] Event Label Suggestions: Only valid for a certain race, this would allow unique colonization events for that specific race, and a different feel when you played them. (Suggested by Tetrasodium) The turn this event becomes active, it will not fire before this turn. Allowing for you to grade your events by severity for late game play. 0 sets th
[quote quoting="post"] When you go into design your ships from scratch or use a templet, you can assign its role. Do we have any data on HOW this affects combat? For example I can make a large hull a 'Capital' class on one design..What does that do? I can also assign it Assault or support....again how does its designation affect its role or use in combat? [/quote] That's interesting, perhaps some
[quote who="Tetrasodium" reply="20" id="3515220"] My roommate has 16 & has said that he was disappointed the only time it gets used is when he loads up a few monster vms in the background with a big chunk of ram but low cpu needs [/quote] That's what the guy at the shop said last autumn when I was putting together my system, he said you'd never really need all 16, so I just went with 8. I am thinking though with a lot of possible AI players, a f
I was thinking of going up to 16 gigs myself from 8. Ram goes through phases of being cheap or expensive relative to supply and demand, I was wondering if people think it cheap or expensive at the minute relatively? For slower computers, as I found out in my modding experiments, one thing you can manually do is reduce the resolution of all event pictures, I am not sure if you can do this for icons etc but it might help.
If you are talking about the end of jan, feb time? Combat viewer I suppose is the big one they have talked about, but before any more races get released i'd rather they do the next map size as it's getting way too crowded for me. Then after that AI is the main thing stopping me enjoying the game, if they are aiming for the fun factor that would be my main concern, giving each AI race it's own unique competent AI (doesn't have to be great ju
[quote who="Tetrasodium" reply="8" id="3515149"] Pretty much, it boils down to anyone who has the skills to make a video in a piece of software they know how to use (i.e. maya/poser/etc?), can encode a bink2 video with relative triviality but making the video would be the hard part. Of course, that says nothing about using video's you take of physical things, witness the number of "alien" things that are little more than dyed/painted terrestr
Awesome news - Bk2 Files work in events!!!! :) Going to need a forth post to keep collecting all this data, but yes the game movie files work just fine in place of the png, so far. If we can ever encode our own, then events can have in game movies. All posts will now be edited, condensed and the first post I've made will keep track of all the event testing I do for you all, as well as when it's updated. -Reserved-
[quote who="kestlstw" reply="7" id="3514993"] If you are building something in enemy territory then you still have to protect your supply line, [/quote] If this was the case, and there was a visible link on the map to protect, i'd not object at all. As it is with the idea you have, you don't have to protect anything but the base, and your planets. So you can put this influence starbase (or starbases) down anywhere you like and magically create a zone f
Okay ladies and gents posting again to confirm custom events work A okay! Event Testing [img]http://s4.postimg.org/ws4zkvhft/First_Event_Pic.jpg[/img] Seems thumbnails don't work on these forums so here is the link, or click the picture to enlarge. http://s4.postimg.org/eckinh3bh/First_Event_Pic.jpg&n
[quote who="kestlstw" reply="5" id="3514967"] Having the shipyard send a constructor is part of why I want to avoid, just the hull and an engine doubles the cost of the constructor vs just the module. That's a lot of wasted manufacturing over time too. [/quote] It is but it also means your ships are vulnerable and can be destroyed on route, so you need to keep them safe. If we take out constructors entirely, all you need to do is get one ship somewhere deep in enem
Beginning to mod my own events, I noticed one of the vanilla events is bugged. I can't tell which value as i've just started but I assume the first as it is inverse: For: BeautifulSunsets_Merciless_Bonus_Dec +10 Malevolent, +40% Tourism, -10% Approval You have: &l
As I put in the other thread. Same amount of techs, changing some to be 'techs' components/buildings/starbase stuff etc rather than bonuses and a longer research time. Make each research tech take longer to get, at the moment it's too fast, give that decision more weight rather than just oh I get another tech in 2 turns anyway who cares. There is no problem having a lot of techs, this is a good thing in a longer game, however there is a problem if they a
It wouldn't take any micro more than 1 click. Set shipyard to build nearby starbases On/Off. (If you set several On, it could either pick the nearest one, or pick a nearby one with a shorter queue). Then whenever you wanted an upgrade to a starbase you'd go to the starbase and build it, when the constructor was ready it would be automatically sent and added. Anything already in the shipyard queue is bumped down to make room for the constructor
Maybe they could tie a shipyard to a starbase, so constructors are built automatically and sent there, or requested via the build queue when you request them at the starbase? If anything else is set to build, it comes in at second on the list, moving everything else up a notch except that which is currently building.
Modding Tools: Notepad++ Very handy tool that will allow you to keep track of XML brackets, multiple tabs and go directly to the error line when galciv gives you an error http://notepad-plus-plus.org/ Modding Conventions For anyone new to modding, using your own two initials from the very start for all your definitions will save people getting any k
Testing - I will keep these posts Updated with new info and condense the info I do find over time, feel free to add any into any guides you do, in your words or mine. Last Update 7/1/15 Testing Contents: 1st Post Modding Creative Mode Event Picture Resolution Testing BK2 Movie Files work in events Vanilla Directory Sizes. <stro
I must admit i've been holding off modding again, just because things might well change and break as we get closer to release (like some ship designs), but I have decided to have a look again, mostly down to you putting these together. Again thank you Tetra for taking the time to share your experience and help start foster the modding community, which needs these guides to really get started. If any mod
Scavenging or Pirate type race 1) Increased chance to find techs from anomalies. 2) Player picks a tier or age of tech and gets a random one from anywhere across that tier or age. 3) Slower research overall. -50% to -100% Research Speed 4) Increased weight to tech trading with other races, great hagglers. 5) Opportunity to Raid, not conquer, enemy planets/research labs for Tech, Cash or Materials to speed up building. 6) Ability to setup outposts ra
[quote who="Space Voyager" reply="16" id="3514900"] I'd love to see GC3 take the route of random tech tree. So that the player needs to improvise with what he's got in that playthrough or try to get additional technologies from other civilizations. [/quote] Perhaps one new race could operate like this, it'd make for an interesting game. A scavenging or pirate type race, or it could be an option at game start for everyone. Scavenging
[quote who="Tetrasodium" reply="3" id="3514693"] I think a lot of the kinds of things you mention are influenced by the military/growth/tech/diplomacy , but I'm not wuite sure how the values in factiondefs & $racetechtree interact, the results of tech chests influence the kinds of things you mention [/quote] I would hope so, at least at release, otherwise how will the AI's play any different to each other? <b