Tetrasodium

Tetrasodium

Joined Member # 2420945
94 Posts 441 Replies 1,645 Reputation

[quote who="markmid" reply="5" id="3514739"] Quoting Tetrasodium, reply 3 I think a lot of the kinds of things you mention are influenced by the military/growth/tech/diplomacy , but I'm not wuite sure how the values in factiondefs & $racetechtree interact, the results of tech c

6 Replies 1,930 Views

It appears to only be used in three files FactionDefs.xml, UPResolutions.xml, & the tech trees with military, growth, tech, diplomacy the only values in use and values ranging from -10 to +10.I can add new ones (test, xxyyzz for example) without errors.. but that doesn't say much. The AI is obviously using them to decide how to pick those two types of things... but are they used for anything else (i.e. ai algorithims?). I'm thinking that going through

0 Replies 7,793 Views

[quote who="markmid" reply="2" id="3514658"] I agree given how the Yor play going for a mid/late game strategey, it might fit better to make Yor Xenophobic Opportunistic Only a more aggressive version of opportunistic (or xenophobic) in this case, so exploitative or isolationist for example. I hope there is more than one 'evil' or warlike setting and aggressive doesn't cover them all as well. Unless you can put in three settings a

6 Replies 1,930 Views

I was trying to mod a shipyard to see if I could produce hyperion [$whatever] type effects where ships built from that shipyard would be granted a configurable bonus.. While my results were ultimately quite unsuccessful & resulted in "no errors or effect" at best, I cae across ModifierEffectTypes.xsd in GalcivIII\data\schema with a lot of very cool looking modder doors spotlighted [quote] <xs:restriction base="xs:string"&g

3 Replies 2,001 Views

It's great to see other people making mods available of thongs they fixed &tried tweaking to better results! As to the question of"what's the worst thing that could happen?".. The answers are: • you get an error indicating the file, line#, & character position with some bad data & have to choose between clicking quit/ignore buttons • the game crashes & you have to put the original files back or wait like 10 min for steam t

11 Replies 16,669 Views

The realism argument about small ships blowing up space stations relatively quickly falls flat. The W33 was an American nuclear artillery shell, fired from an 8 inch (203 mm) M110 howitzer and M115 howitzer. The W33 is the third known model of gun-type fission weapons to have been detonated as a test. The W33 was tested twice, first in Operation Plumbbob Laplace, on September 8, 1957 (yield of 1 kt),[5] and the TX-33Y2 in Operation Nougat Aardvark on May 12, 1962, with a yield

8 Replies 13,731 Views

While I agree that its frustrating & I'd like to see it change, I wonder if not flipping directly makes more sense & gives influence victory more flavor along the path. • perhaps with ships give them a % chance of flipping each turn, maybe add a module that reduces the chance and generates local influence for the losing race even after. • shipyards are entirely dependent upon the planet, maybe give them a %chance to flip or self destruct with or without damagin

5 Replies 5,094 Views

this might help too http://www.overclock.net/t/539967/list-of-display-resolutions-aspect-ratios /typing on phone

20 Replies 7,768 Views

I haven't tried playing with it... But it -looks- like StatTypeGroupDefs.xml -might- allow us to make a fourth weapon type & the more fine grained techtree/shipconponents/etc itmight be possible to have multiple defense types on each defense item (or weapon

12 Replies 3,774 Views

Right now each faction has an entry along the lines of Terran_Tree in FactionDefs.xml. Between the StartingShips, CreditsInit, & race traits, you can configure/mod a lot about each faction, but you cannot set custom colonization events. Specifically I would like to see a somefile true/false . If we are getting really out

1 Replies 1,037 Views

[quote who="rhys2k" reply="2" id="3514384"] When eyefinity is enabled you do not get those options as it does its own version of extending by making your resolution 5760x1080, basically it lies to your computer and tells windows that you have 1 big screen instead of 3 smaller ones. Most games if i set the in-game resolution to 1920x1080 the game will only run on the middle screen but in galciv3 it still stretches across all 3 and really makes things look funky lol [/quote] I

20 Replies 7,768 Views

[quote quoting="post"] I know I'm in the minority here but I thought I should report this bug as it's a big pain in my butt to get my favorite game working, The game works great with 3 monitors and is awesome to enjoy playing with such a big screen but the killer is that when you try to load into the planet management screen everything is all messed up and out of place so you can't click on anything or even see whats going on, then when I try to run the game in 1920*1080 it s

20 Replies 7,768 Views

[quote who="markmid" reply="38" id="3514343"] Quoting Gilmoy, reply 37 Pointing out imbalances is one of the roles of a Beta, but not the only one, and its priority changes as the dev team passes major milestones. Right now, it's surely low(er)-priority, for the same reason you

81 Replies 43,383 Views

[quote who="Lucky Jack" reply="1" id="3514281"] In GC3 the reason is quite simple. The AI is quite simple. It is only a place holder for the real AI which they are going to start working on next month. [/quote] I don't doubt & otesd that likely possibility, but I figured it better to be safe & mention it since I also tried an unusual way to create the trade route capability (granted with the iridian tech tree & factionDefs at the start of turn

2 Replies 1,593 Views

I've often wondered why the AI(console>type ai>hit enter) never setup a trade route with me on their own, but always chalked it up to them deciding to set them up with others instead in the past. After making some changes that result in giving iridium a freighter & free trade license, I expected to see them send that ship out to -somebody- eventually.. Frustrated with watching it sit where it spawned some 150+ turns with me under ai control later, I turned on god mode in

2 Replies 1,593 Views

[quote quoting="post"] In GalCiv range is determined by distance from a planet or starbase. There is no need, however, for the planets/starbases to be in range of each other. For example, in principle if a planet was on one end of an immense galaxy, and a starbase at the other end, with no planets or starbases in between, a ship with no range extenders could still travel from one to another! <span style="font-size:

3 Replies 2,458 Views

First the bug only: Uf you make a new colony module ship component with a different population cap... Then take that component and add it to a new ship in factionDefs.xml/ShipDefs.xml, the new module starts carrying 2.5 mil population on it even if the module has a 1mil PopulationCap. Being able to define starying population on a ship by ship bases in ShipDefs.xml would be great.<

0 Replies 1,241 Views

[quote who="dragoaskani" reply="34" id="3514162"] Quoting Tetrasodium, reply 33 Playing yor like a non-synthetic race will cripple you (if you are lucky!). Playing a non-synthetic race like a synthetic will do the same. The potential dark horse from nowhereffect makes this strategy a very inte

81 Replies 43,383 Views

A number of the hopefully encouraging predictions I made in the first post were tested by markmid down a few posts & a great deal of good info is included in them for people just coming across the thread. I encourage you to read on, modding threads are often chock full of good info in the cross discussion of k

10 Replies 16,025 Views

I started a thread last week where I listed all (just about) the XML files and detail (or vague guesses ) on their function with the intent of eventually coming along and adding new threads for individual files where I go into some details on how to mod them to include new stuff. The last few days, I've been giving a lot of thought about what to write a guide for first.. Finally It's come down to this grou

10 Replies 16,025 Views

[quote who="kestlstw" reply="32" id="3514058"] Yes I have played GalCiv2 but as evidenced by this post, https://forums.galciv3.com/458789/page/4/#3513788 I don't just want GalCiv2 64 bit edition, I want a better game. That's why I paid to be in the beta so I can try to shape the course of the game. You only seem to respond to my desire that some starbases shouldn't all be tin cans, I don&#39

81 Replies 43,383 Views

in another thread, a comment about someone seeing AI waypoints as a possible bug got me thinking. With the new attention to diplomacy, missing espionage, etc... what if the bug were made into a beneficial feature. The specific idea is to create (at least) two classes of rally points: Class one, current behavior... It's no secret when china <a href="http://www.bbc.com/news/world-asia-27332723

0 Replies 782 Views

[quote quoting="post"] - I miss the somewhat bigger Civ logo for a civ's main planet/home world (compared to other colonies) on the map. - Not sure if I should be able to see other civ's rally points? Esp. when my scout/survey ship moved out of sensor range again. - What I didn't like in GC2 was that sometimes useful stuff (resources, planets) was clustered in one area, with way less in others. Regardless of difficulty level this often meant either a rat

4 Replies 2,856 Views