I have experience with xml and all that. Read the journal post before. Perhaps I didn't quite phrase my question well. I created several files for my new race including FactionDefs_New.xml. However, there is probably a mismatch between the Internal Name that I chose in the xml and the Internal Name that the game created for the race that I created through the game. Either way, the edits I make to the xml file have no effect on the game. So I must b
Dumhed
Edit: Because this thread started meandering I'm going to spit it and keep this thread to be mostly about the StarSystemDef error that is discussed about part way down. I'll start a different thread that is more generic about getting a mod to show up, period. Original: I decided to try creating a custom race. And for the fun of it, I wanted to go make specific planets and all that. But I&
Trying not to judge.... but failing.
I must say, aside from modding, and custom factions.... I am most excited about the SFX volume balancing. Maybe I'll start playing with SFX on again. :p
Very excited about this one. :)
I have no problem doing multiple trees at the same time. However, I agree, it is easily abused and needs balance. I am not in favor of blocking out trees on account of choices in another. I would be okay with making some other trees more expensive, however - specifically for subtrees which are actually in conceptual opposition to another. For example, "Outreach" and "Aggression" appear to be competing values based on their descriptions (not so much in their basic term
The main problem with this feature is that if you build a starbase next to it, but the starbase is not in range of another mining source, you can't turn that starbase into a mining starbase. This was true in Beta 3 as well.
Yep, updated drivers and all that. Anyway, I took screens... this was my first time running v.7 and didn't bother to check at first if it happened every time. I restarted my computer and now it looks normal. Still, it has me curious as to why it would have done this. :/
(Sending in ticket... just wanted to see if anyone else has this issue.. didnt' see in in the bug list). In various parts of the game graphics, there seem to be a white streak/line behind things which makes it difficult to see text or other elements.
The response being somehow tied to the races involved and the diplomatic state seems to make sense. I'm sure in some places, part of a country splitting of to join another could be done completely peacefully. In others, not so much. Just look at Crimea.
[quote who="Franco fx" reply="8" id="3512587"] Why not just turn off influence victory. I don't think it is a popular way to win anyway so why include it if you don't like it? Do they still flip if influence is not a victory option? If so that should be fixed. [/quote] At present, yes, they still flip if the influence victory is turned off. [quote who="<a id="ctl00_ctl00__Content__Content__RepeaterReplies_ctl09__LinkUser" class="hand" title="Cl
[quote who="Franco fx" reply="9" id="3512588"] Cultural influence is pretty much the way the Roman Empire rose and fell, without a whimper. [/quote] That's true enough. In the Roman Empire's case, it seems to me that one problem they faced was the decline of the central power and the lack of logistical ability to hold together so large a civilization with fading loyalty to the imperial myth. Though, I would suspect that with technology, space-faring ci
If, lets say, a very amicable race is involved with which you have good ties. One of a few things might happen. If you annex a planet or are about to, a deal might be in place to offer compensation for their loss of resources. If the other civ is not xenophobic it doesn't mean that just because they like your culture and are massively influenced by it, that they want to be a part of your civ. I don't see any Canadians wanting
[quote who="drakkos137" reply="3" id="3512452"] So, you're saying, when you peace someone to death, not only should they get angry about it, they should be violent, particularly when it makes no sense to do so? [/quote] Not quite. I think it should depend on the race. A more aggressive race might be more inclined to do something more drastic. But there are "non-violent" ways for AI to respond. For example, cancel a trade route, if t
(If this has been posted before, sorry) I hadn't tried using the influence strategy until now. Generally it is less "exciting" to me. But tryign it out, I have found that it is altogether too easy to flip a planet. All I have to do is build culture buildings, research a little influence tech... and before long, invariably, my colony out influences the AI, and their planet becomes mine. First, I think it ought to be more difficult to do this
For the end of turn sound... I think the sound when you click on "Turn" is just fine. But then extra sound at the end after AI is processed and it is your turn again... that little extra sound is what annoys me.
Glad someone else noticed. https://forums.galciv3.com/459870/page/1/#3511194 I think the problem is not just volume, but the EQ.
I believe Thulium is supposed to be a resource that comes from a dead planet which gets named Thulium. In the game, you cannot built a mining starbase for just thulium alone. That is, if there is another resource nearby that is mineable, you can create a mining starbase for that. If the Thulium planet is in its range, it will also grab the thulium. However, if you just try to build a starbase in its range without other resources in range, the st
must... resist... starsearch jokes....
Anyone else feel that the new sound effects, such as clicking on a planet, building a improvement, putting something in the starbase queue... that the new audio that goes with them is a bit heavy on the bass? Now, in personal taste in music, I like a lot of bass. But things have to be in balance. (I use bose speakers, with no extra EQ, either on my computer or on my speakers.) I like the new sound effects. It is just that some of them come off a bit loud
So, I got a little picky on a recent play through – trying to play with tougher AI, so wanted to have a good start with good bonuses on my planet. The process was simple… start new game, check planet… if bad… go back to main menu and repeat. Invariably, after about 8-9 restarts, the game crashes to desktop. I came late to the previous beta round so didn't report it as I figured memory issues would be addressed (as mentioned now in the changelog for v.60).
Oh, in the PlanetText file, in English/Text, it currently says [code="xml"] Epas_Name Po [/code]
For the Altarians, there are still two planets named "Po". In the PlanetDefs file, it is identified as PlanetEpas, with the display name of "Epas_Name". But in game, it still shows up as Po.
I've thought a bit more about this... and just want to add that I think this general principle should apply to all areas of the game. That is, if in the shipbuilding UI or shipyard it is useful to have global information, then it should be readily available. If in discussions with other races, it would be best if the user could see the state of that race's relationships with other races. These sorts of things all make a difference in a player's strategy. </p
[quote who="Gaunathor" reply="1" id="3457894"] I think you meant "bottom of the screen". [/quote] Ah, I was lazy and didn't check. I lose. :(