Tetrasodium

Tetrasodium

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

[quote quoting="post"] In my current game (started with 1.8, opt-in-hotfixis activ according to steam) I'm sometimes unable to trade certain strategic resources to some factions. Let's say I'm trading with the Terrans, i can select and trade alle resources I have - durantium, thulium, antimatter, elerium and promethium. In the same turn I trade with another faction, for example the irdium, and I can only select durantium and thulium, the other resources just don&#3

3 Replies 7,054 Views

Agreed, a true would probably be the best solution, but it's such a low priority that it doesn't really matter. I wound up avoiding the issue entirely by reducing the scp & giving them more starting colonyships because of the duplication of scp. In some ways the evasion is better by allowing more flexibility starting out. In other ways it's potentially problematic by giving them a big edge in the early potential colony race if they choos

2 Replies 25,352 Views

[quote who="treborblue" reply="6" id="3641599"] Thanks, you have given me a lot to go on. Quoting Tetrasodium, reply 5 I'd suggest taking the easy route and make the user save the individual file components (techdefs, techdefstext, & umm.. the specialization one). <b

7 Replies 11,331 Views

[quote who="treborblue" reply="2" id="3641566"] The tutorials don't answer my question. It just tells you how to make it happen not why it happens. I am trying to emulate the way the engine recognises which unique file belongs to which internal file, so my tech tree viewer can handle appended files. [/quote] since your talking about the tech tree specifically, here are the important bits. I used color coding to link items <p

7 Replies 11,331 Views

I'm trying to create a campaign, but seem to be missing step 0. I understand triggers & such enough to get things rolling if I can get past the starting line. From looking at other campaigns, there is a game.bin(do I need one, how do I make if so?), map.gc3map, & game\conversationdefs.xml, scenarioconversationdefs.xml, scenariotriggersetdefs.xml at a minimum. I can make the .gc3map in the map editor & xmls are easy enough to understand, but I cannot

1 Replies 4,596 Views

[quote who="admiralWillyWilber" reply="1" id="3641336"] I thought most binaries are yellow. Hey how do you mod in binary stars, and what percent would you recommend it they require a percent. [/quote] Thanks for the info, I was going to bed & wasn't sure if I wanted to fiddle with trying for variation, figured that if nobody had ever seen a non-red giant there was a reason they spawned that way. I did it in StarSystemDefs.xml for a start

3 Replies 20,863 Views

[quote who="admiralWillyWilber" reply="7" id="3641195"] Is gestureworks an app. [/quote] Probably, I got it on steam for my cheap win10 tablet & it says it has some android stuff, never tried it with my android tablet tbh

17 Replies 39,731 Views

highly doubt its possible, shipyards are in their own file ShipyardDefs.xml. I once asked about modding in different types that could be built during a devstream. Unless something changed, it's unlikely there is even code for it.

4 Replies 7,201 Views

[quote who="admiralWillyWilber" reply="5" id="3641120"] Sellore is there any way to pull that off again. [/quote there are a lot of ways to control pc stuff from android devices. I think gestureworks gameplay is one

17 Replies 39,731 Views

Android tablets lack tge cpu or memory requirements for gc3 and would need tons of work to port gc2 I'd expect. I Waa expecting this to be a thread asking for tablet compatible controls for one of the higher end win10 tablets like a surface book or something if it's not already

17 Replies 39,731 Views

adjusting the way that "x is a threat, please declare war" is handled would be nice too. right now they seem to offer you a random tech & sit back doing nothing until you suddenly seem to have a large military buildup or get too near the inside of their zone of influence when they start to complain that you were fighting the way they asked you to fight.

4 Replies 7,947 Views

I'm working on a mod & new race where part involves creating a new starting system (thanks to excellent guide on making systems here ). If a faction is given multiple planets with true in StarSystemDefs.xml, their starting population (ie 10 or whatever FactionDefs.xml defines) is mirrored on each IsHomeworld planet rather than somehow divided among them leading to truly awful balanc

2 Replies 25,352 Views

[quote who="admiralWillyWilber" reply="37" id="3640642"] Well then I would ask tetrasodium if this post was for normal or higher levels. Assuming levels didn't matter then I'm not saying it's not playable but would you say it's about equivalent in strength to some else. So are. You saying making the iconic system more habitual equates the raw production problem. There really not saying they are effectively broken just have a weak early game. [/quote]

44 Replies 126,622 Views

I was having the same trouble as the last few folks after the hotfix (stuck turn 1>2 "starting new turn" before it). Then and now (just made it to 30 no trouble), setting pirates to none seems to sidestep the worst of it. I normally play with them abundant though so the change is :( but it seems to work for now

17 Replies 27,324 Views

[quote who="a0152570" reply="35" id="3640505"] Quoting Tetrasodium, reply 33 or factories all add 0.5 populationcapyor & -20% food to colony when built Question: why the -20 food, yor have no need for food [/quote] when I did the improvement changes I was working on a mo

44 Replies 126,622 Views

[quote who="exelsis" reply="1" id="3640473"] If I understand you correctly, you think that starting planets can't have traits. That is false. Planet traits can be assigned with a tag in a planet's definition block. Starting planets are not barred anything that any other planet can be. [/quote] thanks. I was thinking gas giant is an extreme type not usable

2 Replies 3,398 Views

I've been hit with the can't get past starting new turn 1.8 thing for most of this thread( CML-436-70080 already wip ), setting pirates to none seems to avoid it& I hesitate to say that tiday's patch might have fixed. as a result I was worried about saying "I mod xyz". here's some of the stuff I do abilitydefs.xml:PopulationCapYor=20 FactionDefs.xml: yor StartingColonyPopulation=18 planetdefs.xml: Plan

44 Replies 126,622 Views

I tried changing Iconia 2, 3, &4 from dead worlds to barren & got errors like so "C:\Users\James\Documents\My Games\GalCiv3\Mods\Fixed Synthetics\Game\PlanetDefs.xml(156,39): error: value 'BarrenWorld' not in enumeration" , upon looking in the PlanetTraitDefs.xsd the xsd's it references only have Habitable, Dead, GasGiant & Uninhabitable seeming to prevent us from starting anyone with a functional extreme world in their system. Given yor

2 Replies 3,398 Views

[quote who="zuPloed" reply="26" id="3640405"] Quoting Tetrasodium, reply 25 - have a colony capable of pumping out colony/transport ships faster than you can complete +3 yor or you will hit the cap faaaast... But not too much faster or you will depopulate the planet and not have enough local pop to build the replacement in aby reasona

44 Replies 126,622 Views

[quote who="zuPloed" reply="18" id="3640253"] I would go so far to say that the balancing on the assys is weird. The manufacturing per pop produced is almost the same on all of them. I see little motivation to go from 4 to 6, since 6 allready takes more than a research world would produce for me. If I was rebalancing it, I would probably do something like: produce 1 pop for 30-35 manufacturing produce 2 pop for 70-80 manufacturing (35-40 per pop) produ

44 Replies 126,622 Views