Trade resources on planets are completely useless until they have been improved. Check the tile with the resource to see if there is an upwards arrow on it. If so, it needs to be improved. On the right side of the screen, check the list of things that can be built. There should be something that is an improvement for that trade resource. Once it is built, you will begin accumulating 0.1 of the trade resource per turn. You can only trade in increments of who
Old-Spider
[quote who="Publius of NV" reply="46" id="3799303"] I tried deleting the core.bin and gc3.bin files from my mods folder and restarting the game, but I'm still crashing from the launcher. [/quote] [quote who="Publius of NV" reply="46" id="3799303"] So apparently you have to do the whole process of emptying the folder. I had hoped that just deleting the core.bin and gc3.bin files would work, but it doesn't. [/quote] I had decided that just deleting the two fi
Bad job. I quoted instead of editing.
I'ver already found out that it wasn't my mods. I moved everything in the mods folder to another folder and tried again. The newly created folder had two files created by the game that were different from the original ones. Every thing is working correctly now.
[quote who="colinm1305" reply="54" id="3799275"] I'm now very much of the 'less is more' school of thought. Fewer colonies, fewer civs and fewer resources make for much better gameplay (IMHO) [/quote] [quote who="colinm1305" reply="54" id="3799275"] Finding a habitable planet is significant moment, and the race to take it and that Durantium deposit with the Thulium right next it? O.M.G. Whereas when they're all abundant, it's just "meh, another one, I'll pick that up l
I updated my previous reply as you were making the above comment.
Interesting. Today's update always crashes for me when trying to start the game from the launcher. EDIT: My problem with crashing seems to be caused by a mod, so I'm probably the only one having the problem.
I've updated to today's version. It crashes when trying to start the game from the launcher. After the first crash I verified the files and tried again and got another crash. Two crash reports have been created in the past 15 minutes. EDIT: I decided to check if the mods I use could be cause of the crashes. They never have before, but it was worth checking. I turned off mods in prefs.ini and tried to run the game. It worked perfectly.<
I downloaded the update (1.2 GB!) and spent a little time looking for the language option. I found it in Options --> Interface. I changed to German and clicked on done. I got a blank box which I assumed should have contained text telling me to restart the game. I did restart and everything was in English with smaller text. It took another few seconds for me to realize that I still had mods enabled, and one of them modifies the UIText file, and it was overwri
I'm going to guess that you edited the GalCiv3GlobalDefs.xml in the base game. That will never work. The game reads pre-compiled data in .bin and .dat files instead of the .xml files. You need to make a mod. The Mods folder in your ...Documents\My Games\GC3Crusade folder has a ModdingReadme.txt file that should get you started. Note that it mentions the My Games\GalCiv3 folder. That folder was for the original release of just the base game. That fol
I found an old bookmark that goes to an article that will answer your first question. I'm not sure about the second one. Here is the link .
[quote who="Shikari3742" reply="28" id="3797973"] I appreciate your answer about the black text bug, but what solution is there to the problem of texts of images per second processes and the text of the rendering process that appears on the game screen and blocks the view of the game? [/quote] This is caused by the letter D. Pressing D will toggle it on. Pressing D again will toggle it off.
I'm not using mods while testing this opt-in, but I have one that makes changes to some of the improvements, and this opt-in also makes changes to some of the improvements. I decided to make sure my mod had all the changes in this version and found 23 improvements in this version that had the true tag in the ImprovementDefs file but did not have the Can not be destroyed text in the ImprovementText file.
Some planets don't have enough tiles that can be terraformed. It's just bad luck.
That has existed since the Beta, maybe the Alpha. All "clouds" of all kinds have that happen at times. I reported it long ago. The response claimed it is problem with my video card or driver or something like that. It wasn't and isn't. I get it in a lot of the games I play, but I play on some of the larger galaxies. The invisible object will become visible eventually. This also happens to the blue-grey dots that represent stars that you haven't tr
[quote]*** OPTIN Released 1/18/2021 *** [/quote] I was looking for something to do this afternoon, and I found this. Good timing. [quote]I love your bug lists, thank you for putting it together. [/quote] I try to do as much as possible to get information about a problem before reporting it. This includes getting saves just before the problem occurs or that show the problem so whoever is working on fixing bugs doesn't have to try to find them. 
Before anyone asks, it's not yet available as an opt-in at the time of this comment. I just checked. We'll have to wait until Derek adds informaiton about how to get the opt-in. Hopefully, we can wait patiently. There are good changes there. Will there be more? There are some important bugs that have existed for too long that really need to be fixed. I regularly compile and report a list of problems that concern me. Here is my <a href="https:/
What files are you editing? Did you put them in the right folder in the example mod folder?
When I had the chance to pay money early to become an Elite Founder for GalCiv3, I wasn’t sure I wanted to spend the money long before I could actually get anything. As I thought more about it, I started thinking about GalCiv2 and how much I spent on it. I bought physical versions of the game and its expansions at first. Later I bought electronic versions as new expansions were released. All this buying meant that I had bought several copies of the original game
Synthetic races (Yor) and races with the zealots ability (Drengin, Snathi) don't have factories.
There is a scroll bar on the right side of the list. It's not real obvious, but it's there. Using it will probably solve your problem.
I made a mod that eliminates the need for food. Read about it here .
The Retribution expansion added a one-per-player colonization center that provides some bonuses when it is built. Its costs include one food, which seems reasonable for races that use food. Silicon-based races don't use food, but their colonization center also requires food to build. Some players have complained that this is wrong. This mod replaces the need for one food with a need for one promethion for silicon-based
This has been the usual behavior for a long time. I've learned to use this to my advantage. When a fleet does nothing but attack the drones, I know it can be ignored. Sometimes several enemies will send fleets to the same planet to attack the drones. The fleet that is earliest in the turn sequence will attack and destroy the drones. There aren't any drones left to attack, so the other fleets will done nothing when it is their to attack. When this happens,
I started a game as the Slyne and verified that food is required to build the Colonizing Center. However, a city requires Promethion. When I played as the Onyx Hive, the other silicon-based race, the results were the same. I have all the expansions and DLC.