Ticket #RVF-106-50035 was submitted by Deathwynd on 6/21. https://forums.galciv3.com/468010/page/1/#3570734
CyphusBlue
It's a shame because it's a really useful feature. You can use it to do resizing or just section off layers. I just started experimenting with it.
Grouped parts and custom parts seem to be excluded by the thumbnail generator when saving a ship as a template. This also seems to break the initial Steam Workshop image. It also breaks the Steam Workshop upload image. <img src="http://s23.postimg.org/sq4go2hiz/Missing_Grouped_Ship_Parts_Steam.png" alt="Group
Honestly, I'd love it if the game didn't bother me about orphaned shipyards, at until the starbase constructor spam issue is resolved.
I just started a new game on an immense map on the opt-in 1.1 patch. I found some elerium 5 hexes outside of the nearest nebula.
I've found that for best results, the entire ship should fit between -25 and +25 on the Z-axis. The more you go over that, the smaller the thumbnail. Update: Modified for clarity and whatnot.
I verified my local cache in Steam before posting and I found the space. I'm running it again in case it was fixed. Update: The only extraneous trailing space I found in StarbaseModuleDefs is the one at the end of CounterMeasureModule [line 1110].
I thought I had seen an earlier post about it but didn't see it in my initial search. Thanks.
The Prerequ section of DroidSentrySystemModule has a space after CounterMeasureModule which seemed to be causing the problem. Original ... DroneSentrySystems CounterMeasureModule </Upgra
The Pirate badge ship part was recently released as part of the 1.03 (?) opt-in patch. 1. Go to \Steam\steamapps\common\Galactic Civilizations III\Gfx\Components\ 2. Copy TerranModel_130.png 3. Go to \My Documents\My Games\GalCiv3\Factions\Logos 3. Paste TerranModel_130.png 4. Rename TerranModel_130.png to RaceLogoTemp.png [Optional: Use your favorite image editor to modify the highlight color.] <img src="http://s14.postim
Fast fix. Sorry you had to work on the weekend. Thanks!
I think there are several more keybindings that need to be done. You may want to look into some sort of utility program to bind the mmb to some other button.
I see it now. Thanks. It does not look like it does anything, I can still go over the 'cap' via assembly projects, extra colony ships, transports, etc. At the very least, it should prevent new Assembly projects from starting if you're over the cap.
There are several Yor techs that add to the "PopulationCapYor" stat but I don't see any UI elements that show what a planet's population cap is. I was curious if the planet would stop producing new Yor if it reached a cap so I started a new game, used 'unlock' and 'finish' to get a bunch of high-level production projects, and then queued a bunch (20+) Ultimate Assembly projects. Unfortunately, that crashed the game at the end of turn.
Here is my Sentinel. I use if for my sensor ship. It starts it's long service career with 2 hyper drives, 2 life supports, and as many navigational sensors as I can fit. The dish at the top has a slow rotation (+30) as does the drive cylinder at the bottom (-60). <img src="http://s22.postimg.org/6vikc4nv3/Sentinel_2.png" alt="Sentinel 2" width="964" height="753"
I'm also getting a bunch of crashes. I can't get through 1 turn without a crash. Engine trails are disabled.
Setup: One of each faction at genius on a gigantic map. 1. The Yor defeated the Terrans but did not destroy the farms on any of the captured planets. 2. Either the Terrans or the Yor or both do not believe in using anything other than Durantum Refineries. There are very very few factories on any of the planets I've been capturing from the Yor. 3. The AI completely discounts carriers. The diplomacy screens says I'm 14th in military might. I have a handful of hug
Turning off engine trails seems to have fixed the issue for me. Win 7, AMD Radeon HD 6950, Catalyst 14.12
I'd love to have keyboard shortcuts for the following: Next and Previous for Starbases, Planets, Ships, and Shipyards both on the main screen and on the object screen A shortcut for 'Request Constructor' A shortcut to build the first item in a Planet or Starbase queue. It would be awesome if the keyboard arrows could navigate the queue. Using 'Esc' to exit out of the ship designer. 'Delete' should decommission
This has been resolved. I had a corrupted colordefs.xml file. Thank you.
Just want to say that the new load screen looks awesome.
6.1 Seems more stable but I found a graphical / lighting issue. [I found the reason for the odd relic color, I had a bad colordefs.xml.] 1. There's an odd highlight on the delete button in the ship builder. It get's highlighted on a mouseover <img src="http://s13.postimg.org/448xwnnmv/Ship_Designer_Selected.png" alt
I believe they mentioned that there would be more keybinding and rotating was mentioned. I think it was mentioned as part of the main map though. Hopefully they'll add it to the shipbuilder screen too. It would be nice if 'esc' would close the shipbuilder too.
Since .90 all relic icons appear completely black when zoomed out to the strategic view. Also, ships owned by minor races are dark opaque squares surrounded by dark translucent squares. When zoomed in, the ship and relic models render correctly, it is only
@ Stardock 1. Selecting the Synthetic trait does not seem to disable farming techs if you do not also select the Yor Tech Tree. The tooltip for the trait advises that both farming and population are disabled. 2. When creating a custom Synthetic race with the Yor Tech Tree there does not appear to be a downside to selecting the "Infertile" and "Poor Farming" traits. Are there any plans to change this or to have those picks disabled?