I am trying to "fix" a wacky UI result created by some weird staff design choices or indirectly flawed tackling of such default files. Looking at this snapshot.. You probably now realize what can cause bad list(s) readout proportions since the intended shadow mask effect (to the left side in particular) doesn't reproduce the HUD principle necessary as what works corr
Zyxpsilon
Continue.. 9) Something relatively important when players need to seek out any details of strategy elements . While we are Zoomed-Out at nearly maximum, the various Icons are cluttered enough as to NOT getting detected most often. A generic function/option that could let any (or even just one) given types gain focus would be quite helpful. The current Mini-Map already has a slick column of shortcuts to the right... putting a new panel
Ideally.. a true modding/tools pack could have been at least made to maintain combined "Components" (thematic Races, Planets/Stars, custom Ruleset, Campaign scripting, many more!) straight up or externally in a dedicated GUI. But, if they didn't plan or still intend to offer any of this to the community you'd think the essential would already be public and/or available for anyone to tackle. As it stands.. many limits stop most people to create freely. Sad but true. For me .. it's t
Monitor gamuts really can't be manufactured to be perfectly exact no matter which producers or quality. The range of electronic components in such hardwares is very high... so, it's almost normal to suddenly realize there are variations of rendering in more than just black contrast ratios or specific hues focus not counting Blue-Light or lackthereof. Most of them can receive slight RGB+ scaling adjustments as long as you can get your hands on good enough calibration programs/s
So far -- so good! Big Sky & Raymond Shen as proper Leaders. Plenty more to do.. including many A-Lien Races.
Oh.. just for some wild fun. Here's an early toy i am working at. The random color picker is a bit too implicit for my taste.. so i want(ed) to create a custom 512x512 "clickable" source device to maintain a few thematic palettes as stable RGB tricks. All it takes is to replace the color_pick_rainbow.png file with something like this... Try it out from a Gfx
Coming from you (author of a perfect sample mod with many such custom Factions).. i can certainly refer to that exact process of manipulating whichever files. Not everyone has such skills (at least i'm just beginning to study GC3 assets) -- so, i simply thought Stardock devs would have been doing us a favor & follow through on their "promises" to enhance the XML schema potentials (as quoted). Currently, i think the Steam
Before i dig deeper into planning for a complex Mod with multiple Factions & various gameplay twists and possibly Campaigns ... i must know if the following quote from the Wiki guide is still active to help us out with the necessary XML schemas or whatever else could be achieved. (From March 2016 by Cari ) Note: This will create a binary file in order to have the faction available without restarting the game. This means that you will not be able to edit
Continue.. 8) PLANETS - what else! 8a) Left side; Too many candidates to scan through when trying to seek the facts. The added comments should suffice to grasp what i mean by extra features for that key HUD panel. 8b) Right side; As much as i like seeing a spinning globe there, it is filling a precious area where relatively important details could just be processed while we are visiting. Nothing superfluous -- if a Shipyard orbits, Sh
While i still have my mind focused on this direct set of HUD components. 7) Right & Left Hands should cooperate ... EVERY single time i need to hire a new Citizen , i nearly always have the reflex to check out how the current pool is being managed. Back and forth multi-clicking rapidly becomes quite annoying. Sooooo.. what if we DO have access to rational facts right there and then ---
Let's continue on this suggestion thread with some recent conclusions on other "aspects". 3) TIME victory ... no matter what i try in Galactic settings, the default values are always stuck at 1000. It honestly doesn't make sense to me that we wouldn't have a strict option where these values could be manually entered. 250 or 500 seem reasonable under various conditions & we simply should be able to manage any related gameplay situations according to suc
Yup.. that (Mars = Earth II, etc) happens when using a custom faction. I can always manually rename such planets.. but if that stuff is known as a bug -- it should be "fixed" by dev-staff, AFAIC. Problem is Saturn, Jupiter and Mercury cannot be colonized!
Title. I've checked both HAVEN & MILKY WAY campaign starting maps just to be sure & they had them all properly validated. My buggy condition seem to occur only while in any kind of SandBox modes of Intrigue . Soooo.. either i had an install flaw when purchasing that crazy deal on Gold Edition (v3.10 with all DLC) recently -- or, key files aren't initiated correctly. And before anybody should ask.. yes, i already verified Steam files. <br
Back to GC gameplay.. big sale recently! Maybe someone will remember what i modded back then for GC2 expansions -- XWorlds packs (X-Com races, Planets, Fleets, etc)... so take what i'm suggesting below in proper context please. The generic UI/HUD structure would require various QoL assets & custom components to offer us relatively important feedback functions; 1) Map Pins and Events Remin