The AI may or may not have the same range that I have because they may have different abilities and research different techs. That is not the problem. The problem is that seem to ignore the range limit and send ships across the galaxy. This is most obvious on Huge and Gigantic galaxies if you start near the edge of the galaxy. The AI on the opposite side of the galaxy will send freighters to your planets when your freighters can't even reach the center of the gal
Old-Spider
I also have a problem with the current appearance of the galaxy. I started having problems after an earlier update which included changes to the graphics of the galaxy. I solved my problem with a mod that put the graphics back to what they were before the previous update, that made a few more changes to get things to look the way I wanted. I have updated the mod to include changes in 2.8 that didn't give me eye trouble while keeping what made it look better to me. It
[quote who="MarcoDBAA" reply="46" id="3702753"] Hi There is a bug with AI ship range. It seems to be unlimited. When I tested my custom civs (if my AI personality settings make them play like I want) with autoplay (console "ai") ships ignored their max range. I suspect it also happens in normal matches (freighter reaching you from seemingly anywhere). I haven´t tested/played with the console completely deactivated however. [/quote] I a
I have seen this also. The same thing happened in GalCiv2. The AI is supposed to be good at predicting what you will do, but I think it's more than that. I think that when Ship A decides to go after Ship B, Ship A will then know where Ship B is at all times. It doesn't matter how far away Ship B is or if it is visible. It then stays that way until something happens to break the connection, such as Ship A changing to a different target. I have also seen it
I was sure I came across this while working on one of my mods, so I checked my mods to see if I could quickly find it. It is in GalCiv3GraphicsDefs.xml located in the data\Core directory in the original GalCiv3 directory. In that file search for "BattleViewerScale" to locate them. There is a lot of Battle Viewer graphics settings in there. I don't know for sure if this is what you need, since I haven't tried to change any of these values.
[quote who="Frogboy" reply="25" id="3699330"] "You have received a message from a MAJOR CIVILIZATION" (okay, WHO?) [/quote] I agree with this. It wasn't a problem when only the races in the game were available, but when factions and civilizations could be easily created or downloaded from the workshop, it could get confusing. I was playing a game before Crusade with random opponents after downloading a lot of factions. In the game were three that looked li
[quote who="Frogboy" reply="11" id="3699287"] But there are a couple of planetary improvements the Arceans have that are just insane which I've nerfed pretty hard. [/quote] Noooo! I usually play as the Arceans because of the large number of moves I can get. I really liked having an unfair speed advantage over the AI. I'm really not complaining. It just means I'll have to adjust. I am capable of adjusting, so I will. <b
I had this happen in my game today. I submitted the autosaves, another save and some information on Ticket ID #USJ-534-22868. One of the saves is one turn before it happens, so maybe the team won't have to look far to find the problem.
I hadn't looked at this since soon after I posted it, so I missed these comments. I'm not sure this works very well with the current version (2.70) of GalCiv3. I quit using it as changes were made to the pirates with each update. I have since made and have been using a new pirates-only mod that works well. I think it's time to get this one updated since the pirates haven't been updated in the game for a while, so I probably don't have to deal with changes every GalCi
I started a new game without mods in a Large galaxy with Normal AI. I also used only the AI that come with the game. I was able to hire the Mercenary ship H12-Super so I could watch the AI near me. In this case it was the Snathi and Slyne. All their ships seemed to be scouting, but some of them would go out for a while then return to the planet where they started. They also had a scout or two that would eject from a planet one turn, go back in the next turn, th
[quote who="pshaw" reply="4" id="3697740"] Quoting Old-Spider, reply 1 Modders: The game now scans both your base game and Crusade folder on startup. Previously, it would scan just the Crusade folder. I started a new game in Crusade with this opt
[quote]Modders: The game now scans both your base game and Crusade folder on startup. Previously, it would scan just the Crusade folder. [/quote] I started a new game in Crusade with this opt-in. Mods did not show up in the game. While in the game I checked Options, and it showed that mods were enabled. I had mods in the Crusade mods folder. I moved all the mods to the base mods folder and checked the prefs.ini file in the base directory to be sure
[quote]Edit: I will never understand how inserting images works on this forum I don't see the images in my post, but they appear when you click on it (at least for me). [/quote] Your links end in "dl=0". Change it to "dl=1" to get the images to appear. Someone had to tell me this a few years ago, so now it's my turn to pass it on.
[quote]- The Krynn have several colony ships (usually 2 or 3) on a heap next to every shipyard. [/quote] In my current 2.61 opt-in game I am seeing this along with freighters, constructors and sometimes a warship in the stacks. [quote]- The Krynn built a generic starbase next to their home system (8 tiles away from Kryseth) that doesn't seem to serve any purpose (too near to enhance ship range early in the game, not near any asteroids). [/quote] Is the
The Peacekeepers_MegaEventDefs.xml gives them a 50% chance of spawning starting at turn 100 when there has been war for 10 turns, probably consecutive turns. I think they stay until destroyed, but I'm not sure. They become idle when there is no war. In Crusade, they seem to go idle when the race they are attacking ends its wars instead of attacking other races that are still at war.
{AMOUNT:1} is a tag (or variable) that holds the amount. Some of the others in the file are {AMOUNT:2}, {PLAYERFACTION:1}, {PLAYERFACTION:2}, {PLAYERFACTION:3}, {LEADERNAME:1}, {LEADERNAME:2}, {TECHNAME:1} and {TECHNAME:2}. There are others in the file and some others in other files. This is how you get conversations like this: I'm sure you agree that the {PLAYERFACTIONLONG:3} is a blight on this galaxy. Rise up to your responsibility and declare
Here are some typos in FlavorText.xml for both versions. They are listed from first to last to make it easier to search for the location. Sadlly should be Sadly. per day should be per week. It is actually per turn, but a turn is a week, not a day. ascension gate should be ascension crystal. Also, later in that conversation there is {AMOUNT:1} which needs the word credits after it. miltiary should be military. <br /
I had a problem when some of my ship designs were not appearing in the build list. It got worse when I noticed one of my enemies was using one of my missing designs against me. I eventually discovered in ShipHullStatDefs.xml that the mass limits for small, medium and large ships had been decreased. The limit for small ships decreased from 50 to 36, the limit for medium ships decreased from 75 to 60, and the limit for large ships decreased from 120 to 100. This is not i
When I double-click on Treasure Hunt to build it, I sometimes get whatever is first in my favorites list. It may be a colony ship or a constructor/erector. I have recently designed a better scout ship that is now first in my favorites list. It is the one that is now sometimes put into the build queue instead of Treasure Hunt. I have learned to always look at the build queue to see what was actually put into it so I can make the change then instead of finding out after
You can find the color definitions in C:\Program Files (x86)\Steam\SteamApps\common\Galactic Civilizations III\data\Core. The two files containing them are ColorDefAlts.xml and ColorDef.xml. Some time ago I made a list for my use that doesn't include everything in the files. In case it is enough for you, here it is. Red Green Blue Yellow Orange Purple Cyan Black White LightRed LightBlue BrightRed<br /
I just got an update to Crusade, and the problem has been fixed.
I'm playing Crusade. The Opt-In was fine yesterday. The release today is very small. It looks like the font is the main problem.
The only thing I can think of that may not be completely clear is that the files put into the FlavorText folder should not be in folders in the FlavorText folder but should be by themselves. Here is a screenshot of my FlavorText folder showing how I am doing it. The changes in these files are appearing in the game except for UIText.xml. Som
I just tried this in a game for 100 turns, and it worked. I will do some more testing and review of exactly what I am doing to see if my instructions left something out.
There is a way to get modded versions of the files in the DLC\EXP2_Crusade\English\Text folder to appear in the game without using mods. If the modded versions have the exact same name as the original versions, I think they overwrite/replace the original files just as they do if they are in a mod, but I'm not 100% sure. I have tried this method and know that the modded text appears in the game. It is possible they are just being appended to the original file. You will