The minor races when they demand things, should say things like: "We will vote for you during the next UN election" (or similar) rather than threaten. They would likely get more things from me.
Syrkres
Have to be careful with how you break alliances. Otherwise if an AI can break it at any time, whats the point. Should have a cool down period sort of like a "peace" accord, that you can't/won't attack for x turns. As for another game feature that would be cool, would be move terrain building. That is so often I conquer a planet to find a cool structure I would love to take advantage of, but the AI put it in such a stupid place, it's better to destroy it. It
Sorry not planet upgrades, but rather ship upgrading. Also a hot key for bringing up the Upgrade selection.
What would be nice if for things like upgrades, we could set "Default" upgrade to. So when we open the upgrade menu, it defaults to the selected default upgrade, this would alleviate us having to scroll through the list to find an upgrade every single time... argh...
Also if you have the "ability" which grants your first building free when you colonize, you can still "buy" one at the same time, which gives you 2. What you would have to do to mod this is likely make it a "landing event" each round of the planet, which would give you the free one, then you can purchase one at same time.
I really like the trick of "Upgrading" once you use one constructor module. Especially early game and bases are far out.
[quote who="Horemvore" reply="3" id="3649507"] Its quite easy to do:- 1. Download the Design. 2. In the designer, select design. Give it a name Blah_Blah_of_Blah. Save as Template. 3. Find the design name Blah_Blah_of_Blah. 4. Add this to any ShipClass file under the size of the hull you want to move it too. 5. Start a game with cheat enabled. 6. Use unlock command. 7. Goto designer, find your Blah_Blah_of_Blah
another thing is to force it to another spot I believe if you park a fleet in the spot it normally ejects it looks for a open spot.
Added a bunch if icons on Nexusmods if people are interested. http://www.nexusmods.com/galacticcivilizations3/mods/87/?
Yes - sorry it's ShipClassDefs.xml and you will likely need FactionShipStyleSetDefs.xml which references Ships in ShipClassDefs.xml Here is thread which goes into more detail about creating custom ship set which you will need to do to adjust hull size. https://forums.galciv3.com/465834/page/1/#3561131
You need to create your own custom ShipsClass.xml for your own style (or copy one from another module). The games one is in the steamapps/common/../data/Game/ShipsClass.xml
Definitely need to know/see if you already have a tech (of that branch/selection). You could color the star a different color if you already have one of the other selections, and "empty middle" if you don't.
I haven't worked on Tech trees yet(but plan to) This would also require a Zip rather than be downloaded from Steam, since they don't support that yet.
Ok, been messing around creating bunch of factions, as I like visual distinct races, because memory with names it terrible. Do people want just simple factions or would people prefer to just upload images to Nexusmods (for example) and allow people to create their own. A side question are minor factions, just taken from random images and created on the fly or is there a way to create minor factions?
Well I have tons - love many ships created by others, just want to use them on different hull sizes. I would also prefer to learn how to do it myself, I've tried: Download ship Saved it as a local copy "SSS-Galactic Scanner -MI.." added to my ship style GS_ShipClassDefs.xml and assigned the ship style to my faction. Unlocked and edited the ship and saved it as a style and then re-added it to the SCD.xml &nb
Future Request: It would be nice to be able to convert a model(ship) over to a different hull size within the editor. I would be fine it it dropped all the "components" when you did this because of capacity changes to make it simpler, mainly looking to use the model as a different size hull (without having to try and recreate it).
Well - I don't think you need any tech, you should be able to strip the non- Construction modules out and drop in a second construction module. That will put you at 99 of 108. Though to get any more you need more "Capactiy" whcih the first is "Storage Maximization" 2 techs in under Engineeering. Then you have "High Capactiy Hulls", again 2 techs deeper (Under Zero gravity Construction - medium ships). When I have a choice I always go for +Capa
Well since it seems to compute them when it creates a new one you could just assign the pieces that shift/change it to the one you want? - though probably not what you want to hear :)
I have rarely run up against carriers (from the AI) and never built one, always figured they were useless. The problem with small ships is by the time I can build Huge ships I can often build them in one(maybe 2) rounds.Where as a small ship takes 1 round. So while by the numbers a fleet of small ships (100+ capacity) easily crushes larger ships. Especially with Logistics reduction. When you get a small for 2 logistics, you can put a crazy amount of firepower on that on
Creating a new faction and wanting to create unique starting setup. Basically they destroyed their sun (now a dead star- which I created) via a Precursor artifact which has destroyed all the worlds in their system, though theirs survived it is dying... Dead Star Dying world (class 3) - a mega city world which after the disaster some production infrastructure survived. Dead Worlds (3x class 0) Asteroids - remains of the other
Trying to create a new planet surface - what format and/or compression is GC3 looking for? NM, trial and error, looks like it's standard gaming format BC2/DXT3 compression for anyone else looking for this info.
well what would be nice then would be multiple "steps" where you assign a different animation to each step, which is performed after the first step is finished.
I was wondering if there is a way to "reset" a part with animation. For example a missile shoots out of a tub, you want to reset it so it starts back in the tub, not "come back". Another thought would be if you can "hide" it at it's extended, then return it, then un-hide it?
I've tried giving them the research to offer the treaty, but I have yet to see it as a trade option.
Ok, now I'm not sure... I tried it again myself, but can't get it to work. I was pretty sure I have in the past, but not working now (or at least I can't seem to repeat it). Though going to work on it a bit more.