[quote who="Frogboy" reply="76" id="3740109"] In Retribution a lot more attention has been put into the setup environment.[/quote] https://forums.galciv3.com/492104/page/1/#3736635 If anybody at SD hasn't already read those QoL suggestions.. please do before settling on most planned UI/HUD fixes. I wouldn't want to waste this precious/rare opportunity to scratch a few itches. Per the above "setup" remark.. ple
Zyxpsilon
Yet, the whole point in a good-enough-4x-challenge basicly stands on very personal perceptions of gameplay rules within a relatively deterministic model. We are encouraged to discover complex (or simplistic) tricks to master various Winning ways or, to manipulate certain conditions towards our own satisfactory formula which also relies on special/optimal parameters. Choosing between immediate success or some "grinder" processing of whatever suits our mindset while a static set of even
I feared more micro-managing steps at first.. but with this latest comprehensive journal, the actual details makes the "development" paths much clearer. Hypergates & Supply-Ships certainly are candy magic in that perspective of our (important) growth plans. Specially enjoy that larger spacing of Systems.. tactically, we gain battle lanes where ship/to/ship combat has more impact than simply targeting every nearest planets for
Machines? Someone wrote *THE* word! They sure are & i'll throw a whole bunch of "new" them in the shapes & styles of the entire XCom-Universe -- from UFOD to TFTD to APOC & very far beyond. Soon, very soon, early-winter-soon too.. in the name of a speculative **XC-AL** mod that already has various GFX assets done. Cyberdiscs -- Sectopods -- Drones -- Seekers (see below for a quick FG file tea
Yet.. as with anything gameplay/ruleset related, it all sums up into a big RNG factor that must add variations in our (preferred!) strategic plans. Thus, even these Ideology concepts can still twist or break an otherwise lame pattern of static progress where the path to Winning is always pre-determined. "All work and no play makes Jack a dull boy." (The Shining)
- - So far so good! [e digicons]:D[/e]
Oh.. good news then. Let's hope it doesn't break some of the GFX work i've already created for that XC-AL mod though. [e digicons]:annoyed:[/e] I really don't want to lose all of the current design concepts like this FG style for the Aquatic factions. It just has to workaround the default HUD calibration to fit details in some tight corners instead of relying on the indirect "Movies" system to squeeze on
Alrighty... Now that the Holidays hiatus is over, let's hope some benevolent Stardock expert in HUD/UI concerns would find precious spare time for this stuff. I have no choice but to suspend further GFX development for my XC-AL factions until i can reliably fix that left-side background mask or modify whatever default XML system which causes wacky proportions on a Large screen (if that matters.. when playing under UI-HD / 4K Monitor with 3840x2160 sizing conditions, btw).
[quote who="Belgian Bro6789" reply="5" id="3737590"] Oops, maybe I should have posted in this thread.[e digicons]^_^'[/e] I'll make future posts there so everything will be confined to a single thread. [/quote] It's quite alright to have multiple feedback threads, IMHO. Just adds to the chances something would catch SD staff/designers attention(s) enough sooo that true reactions/decisions are made and formal results show up in any future updates/patch
Not sure if anyone also has experienced this wacky flaw but.. When we create a new copy of a custom Faction "file" to re-process whatever elements.. our pre-defined "Appearance" colors (swatches) are reset to whichever defaults the engine seem to just pick at random. Lost & Gone! Luckily i had made some "backup" references in that case and could re-create those values.. but it certainly now feels like that process is b
Most of my own "primary" gripes are gathered over here; https://forums.galciv3.com/492104/page/1/#3736635 Check it out!
Oh Gosh.. lemme be a bit ::sarcastic:: for a moment. When GameSpot bought Impulse from StarDock.. i was definitely pushed to try rationalizing how the entire Gaming Industry had just turned into some cut-throat monster that would spin customers/market (of the day) on its tail for the worst. Later on.. DLC, Pay-Per-Play, Steam hegemony, Online scooping (Twitter + FaceBook didn't really exist back then.. remember?), rapid growth or decay, etc. We all know wh
Tech Specialization(s).. I'd have to agree with most players that took a stand against those pre-announced changes to this very specific feature. It has slowly become a cool "concept" of the ruleset for me but, still far above any concerns for other stability issues caused by their principle. Strategy wise.. they simply add some worthy depth to the whole research quest trajectory while providing interesting options to various key elements like trade & (newest) g
All i know (or can somewhat predict) is that the proverbial Capitalism high-speed wrecking train would always find a way to recuperate whatever accidental bad economics (worldwide or via any niche factors) hooks it onto. The whole argument of semi-perfected Free Trade still stands however sneaky most polarity gamblers have become (Yeah.. China got us all by the balls and don't count on them to let go of this industrial influence anytime soon -- it's <span
Catch a glimpse.. feel the imp_ul_sive urges, again! [e digicons]:grin:[/e]
Next.. 21) Let us pick the sample Ship Class during coloring phase in the related Civilization designer option. As of now we have a drop-down list of available fleets and yet, the only "live" ships to check out are Surveys . Sometimes, i just want to verify how other core types would appear with my current set of colors/surfaces/materials while i am trying to determine how the whole fleet should fit visu
Okay.. i'll just have to give up trying various edits to both XML and related GFX file(s). Nothing sticks around enough to detect any worthy changes at all. Sooooo, let's hope someone at Stardock will be kind enough to offer a definitive solution once back from the Holidays hiatus.
I finally could get around to fine-tune this cool toy enough to share it with anyone that might be interested. Sooooo, here's the essentials in a few paragraphs... What & Why Basicly, it replaces the slacky default GFX file from Stardock with a sturdy but direct device that offers subjective precision along with a swi
Interaction seems to offer a few good hints. I'll take a look at what it's supposed to do & how it could accept slight corrections to fix what i need. Let's hope it is a simple GFX swap trick. Once that scheme reveals the valid Data pulling tricks & various instruction mechanics.. there's still no direct way to interpret the source code for each custom Factions, shouldn't there be some de-compile process to obtain every details? Without them.. nothing could be copy/pas
Aaaarrrgghhh.. so far no luck with editing the suggested specific file. There has to be a tricky UI framework in place -- possibly within DiplomacyWnd.XML and its wacky controls. To think that some SD staff could immediately point me at the correct editing (or repair) step is a bit frustrating for sure. Gonna have to wait, again! Thanks for the help anyway. Secondly -- Yet.. the whole XC-AL_FactionDefs.XML (custom) file has to be manually ed
I don't think i could reliably tackle the Bin recompiling tricks (not yet anyway) for such stuff. But if "replacing" any GFX file could be worth a try.. i'm certainly willing and able. That would require trial&error steps to calibrate the intended structure as it relate to whatever HUD/UI states. With enough luck.. hopefully. PS; I'm far enough into development of basic GFX assets for the upcoming X-Com_A-Liens thematic mod (65+ Factions to
Alrighty.. Still no luck getting to fix this weird stuff. Soooo -- some SD staff which are in charge of HUD components & could know exactly what to do.. please help! I'm just stuck in development and can't form a reliable design principle that would have to spread in a LOT of unique BG/FG files. Without that workaround solution.. the UI becomes almost unreadable during trade.
@MarvinKosh.. Each of the points you mention certainly are legitimate concerns that should be addressed by SD staff/designers. Nevertheless, we just can't seem to stir enough of their attention here (so far).. they must be too busy planning the next expansion. Which wouldn't (or shouldn't) stop any sort of various fixes suggested almost everywhere (else or not!). I honestly believe QoL recommendations (latest of mine or from anyone over the past three years) need formal
New stuff.. 10) DIPLOMACY hinted with Arrows rather than simply dotted connections as shown in the image below. We can always have From/To/Mutual relations with others. Soooooo.. right now -- i have a trade route with Tywom & Mu'kay has one with me. Thus the actual direction(s) are indicated as per mutual status with or without anyone while only DOTS currently offer a generic guess of something
Alright then, from the FrameArtDefs.xml file... this section might be related, i guess. ---- BlackFadeMaskLeft Small true <br