I decided to find out if there is a limit and whatever else I could learn. I found two more races that would give me an exploration treaty, so my total went to five. I could not offer an exploration treaty myself because I did not have the tech for it. One of the races that I have an exploration treaty with was willing to trade me the tech. After I got it, I found there was only one race left that I could offer it to, but I was not allowed to do so. The tool tip
Old-Spider
I think that sometime in the past the maximum number of exploration treaties a player could have was reduced to one because of problems they caused. Is the maximum number one or not? I ask because I have a game (Crusade 2.323 Opt-In) with 3 active at the same time. All of these treaties exist because three different AI initiated a trade and offered an exploration treaty as part of the deal. I accepted in every case. Am I wrong about exploration treaties be
I started a new game with the 7/26 update and noticed these problems with the Notifications. The picture on the left shows poorly aligned text for surveying Lost and Found while the picture on the right shows missing text. I think all except Lost and Found have the missing text. IMPORTANT NOTE: These screenshots were at 4K (3840 x 2160) with a larger than normal interface. I forgot to check if it is medium or large. When I loaded the save on my laptop (19
After I downloaded the opt-in, I started a new game without mods. I noticed that the icon for the race was missing from the tool tip for ships. It is there for planets and shipyards. In this picture the tool tip for a ship is shown on top, and the tool tip for a planet is shown below it.
[quote who="Gauntlet03" reply="20" id="3684041"] Questions: Anyone know how to change the labels in the Ideology Screen? [/quote] I thought I knew, but I was wrong. Then I remembered finding some text in a different file, checked it and found it there. Look in the English\Text directory for Crusade, and find the file UIText.xml. The three Ideology labels are in there. These two are next to each other. <b
Yes, you can. Create your mod in the appropriate GalCiv3\Mods or GC3Crusade\Mods directory, depending on which version of the game you have. Call it what you want, then create a directory called game in it. Go to the C:\Program Files (x86)\Steam\SteamApps\common\Galactic Civilizations III\date\Game directory and find the file MercenaryTierDefs.xml. Copy this file into the game directory of your mod. Open this file in your favorite text edit
[quote who="Publius of NV" reply="20" id="3679771"] FYI, Frogboy has been working on Crusade over this weekend and has made some changes to make pirates more aggressive. Should be in patch 2.3 in the next week or two. [/quote] Anybody who doesn't want to wait and who feels brave may want to check out the mod I just posted here .
[quote who="Seafireliv" reply="21" id="3679792"] Come to think about it, I`ve been warned twice in two campaigns of pirates and I`ve not seen any. To be honest I was too relieved to not have them messing things up to worry about it being a bug. [/quote] The pirates in Crusade appear when you get this notice. If a race warns you about pirat
Note: There are two mods here, one for GalCiv3 before Crusade and one for Crusade. Be sure to use the right one. These mods improve the pirates so that they are no longer as passive as they are without the mod. Also, the space monsters are a little better, and the Dread Lords are tougher. I have also included 2 new logos for the pirates which are based on TerranModel_130.png from the original GalCiv3. It was changed when Crusade was released. <br /
[quote who="Franco fx" reply="3" id="3678834"] I don't care for GCIII pirates. The are just a boring nuisance when I am expanding [/quote] My mod fixes that. I originally made it for pre-Crusade GalCiv3, and it did a good job of making the pirates more than a boring nuisance. I finished a few weeks before Crusade and never bothered to release it. It also improved the Space Monsters a little, made the Dread Lords a lot tougher and probably made the Mega Pira
I have started two games with my mod and got the Pirate Notification without any pirate shipyards spawning. I used the console and fow command to verify it. I then started several games and used the console and "event SpawnPirates" command to spawn them on turn 1. They spawned every time. I don't know why they didn't spawn in the games without the command. I still think there is bug that happens sometimes. [quote who="Gauntlet03" reply="2" id="3678821"]<b
They don't appear at the beginning of the game. They are a galactic event now and appear after the notification about pirates. However, they don't always appear then. I'm not sure if there is a bug somewhere or not. The GalacticEventDefs.xml in the Game directory in EXP2_Crusade directory has the code for their appearance. The pirate notification can appear more than once in a game, and I think it is possible that pirates can spawn each time there is a noti
I've been using this mod in my current game and have been enjoying it - especially when I get something rare that I really need. After reading about all the "goodies" that you've added to the new version of the mod, I'm tempted to start a new game with it before finishing my current one.
[quote who="leiavoia" reply="183" id="3678435"] You cannot utilize the +25% logistics bonus from having a commander in a fleet. When a command ship is in a fleet, the popup display shows that the logistics cap has gone up, but you cannot add more ships to the fleet. It appears that the increased capacity is factored into the display but not the actual fleet management calculation. This is true on version [/quote] I
[quote who="leiavoia" reply="31" id="3678174"] When i watch the turn processing messages in the lower right corner, it seems to hang up for several seconds on specific empires. It does this regardless of my zoom level. I have no quantifiable evidence to support that claim, so can anyone confirm or deny? [/quote] I have seen this also. Sometimes I think the game has hung when it stops for 2 or 3 seconds, but it has always continued. I think some of them
These are in the 2.140 Opt-In. 1. In the colony screen, the Sort by Research doesn't do anything. 2. When meeting someone in mid-move, the "moves left" information in the info box in the lower-left of the galaxy screen doesn't get updated, so it shows more moves than are actually left. 3. The icons on the top row of the galaxy screen are strange at times. One time I couldn't find how many Administrators I had left until I found the i
That game was with the 2.131 Opt-In. I played some other games with that Opt-In that didn't have pirates appear. I don't understand why there is a difference.
[quote who="Publius of NV" reply="1" id="3678008"] I think that's the tactical repair from living ships. [/quote] That is right. While playing as the Iconians before Crusade, I would sometimes attack a weaker ship or fleet just to get my ships to heal completely quickly.
I found I already had a screenshot of a lonely pirate sniper when I happened to get close enough to see it with my H12-Super Mercenary ship. Here is a screenshot from the save that had pirates in it. This one had more than 40 pirate
I have seen pirate ships. There are always 1 or 2 pirate snipers all by themselves somewhere in the galaxy when a game is started. They are hard to see when they are all alone, but I have always found them when I use the console and fow or fowtrans. They don't do anything when I encounter them in the game, and I have no idea why they are even there. The pirate shipyards seem to spawn when there is a message from one of the races to beware of the pirates. They d
[quote who="Publius of NV" reply="5" id="3677946"] 2.1.4 brought back the precursor anomalies, but I have yet to see any wormholes or pirate-defended anomalies. [/quote] Same here.
That green icon above the pirate shipyards indicates there is a ship, or more, stationed there. That is what is happening to the ships. You can't see them because you don't haven't spied on them enough. As Publius mentioned, I don't know how to spy on them, so the only way to know is to attack them and see how many show up in the battle prediction window.
[quote who="Badbonez" reply="5" id="3677802"] The only question I have is if the AI is using the FOW. I can't say for certain that it isn't, but if the AI is using the FOW it gets really, really, really lucky every time it launches a colony ship towards a system and, "well look at that, a habitable planet - lucky me!" But I think I've read comments by Stardock saying the AI cannot see through the FOW. [/quote] I'm not sure if a "soak" game is different from a regular game,
I have seen these in the current Opt-In (2.140), but I have seen many of them in earlier versions. 1. When a shipyard is built near several planets, the shipyard is automatically sponsored only by the planet that built it. The other planets have to be added manually as sponsors. 2. When a planet is settled near an existing shipyard, it does not automatically sponsor the shipyard. It has to be added manually. 3. When a planet is found by Br
[quote who="pshaw" reply="31" id="3677282"] Check your map settings. On my first play through, I accidentally had my stars set to "uncommon" and it was awhile before I found anyone. [/quote] The galaxy type is scattered. The stars, planets and habitable planets are set to common. I think it was just a bad roll of the dice. It took a long time to get anywhere at first, and the nearest stars were almost out of range, but I researched as many techs that inc