I was inspired to try to make larger font sizes for 4K monitors with the Large UI size when I saw this post in the Steam forums. I also have a 4K monitor, use the large UI size and sometimes wish the fonts were a little larger. The comment by Yarlen showed me that it should be easy to make the fonts larger but that it could cause other problems. I decided to try anyway. I tried w
Old-Spider
I have seen this a few times. It is rare. I submitted a support ticket with saves three years ago.
I did some checking and found that improvements that can not be destroyed are all messed up. The text “Can not be destroyed” only appears in the Retribution version of the file that contains text for the improvements. There are 40 improvements that have the “Can not be destroyed” text. There are two files, one for Crusade and one for Retribution, that contain the xml code that defines the improvements. These definitions may or may not
For those who don't like the shipyard anchor sound, I have a mod that "fixes" the problem. You can read the post about it here .
The anchor sound for shipyards is much louder than other sounds, especially the unanchor sound. There have been complaints about this for years, but the sound is still the same. I have finally found a way to "fix" this. I found a file that defines what sounds to use for some of the sounds. The anchor sound is in the file. There are other sounds listed for other situations, so I experimented with different sounds until I found one that is quieter and seems like
[quote who="DivineWrath" reply="8" id="3789063"] I think the map should remember where pirate shipyards are. Its hard to take them out when you can't see (or remember) where they are at. Keeping ships nearby to keep an eye on them risk having them get shot at and destroyed. [/quote] I put a waypoint in the tile to the upper-right of the shipyard to mark them. That way I know exactly where they are. I also change the name of the waypoint to P so I
I reported this back in May with a screenshot, video, save and instructions on how to reproduce it in this post . Since then I've noticed that this mainly occurs when the starting point and end point are not in a line along the hyperlane. If the two points form a straight line that is not on a hyperlane, the ship will follow the hyperlane for a while, then sometimes start moving direc
I have also seen these type of numbers. I found a screenshot from earlier this year showing what I saw. I didn't report it and didn't provide a save, so good for you that you did both. I don't know why, but later in the game the invasion numbers were normal again. I haven't seen these large numbers in any game since then.
There is a lot you don't know about the structure of the game's files. Each expansion adds new files with the same name as in the original game. These files are used instead of the files in the base game. The files in the base game are ignored. You are using the files in the base game, which is why you can't find "train" or "legion" or "trainlegion". They were added in Crusade and don't appear in any of the base game files. You are looking in the
1) If you can train a legion, you must have at least the Crusade expansion and may have the Retribution expansion. If you have Retribution, it takes precedence over Crusade. You need to use the ImprovementDefs.xml in the appropriate expansion directory. Search for trainlegion in that file. 2) StarbaseDefs.xml is in the directory for the base game. Since you have at least the Crusade expansion, I'm not sure it should be used. T
Event problems These event problems were first reported here . The change log for the first 4.0 opt-in reported they were fixed. When I got the first opt-in I checked all the events, and they were fixed. I did not check the later versions of the opt-in nor did I check the release version to see if they remain
[quote who="AdamMG" reply="11" id="3784580"] If you still haven't tried placing your mods in the Crusade folder, try doing so. Just because you don't think it is being accessed, that is indeed the folder being accessed. [/quote] Starting with the Crusade expansion, the game uses the GC3Crusade directory in your Documents\My Games directory. It completely ignores the GalCiv3 directory in your Documents\My Games directory. I know you report that your saves sh
I'm now convinced you have extracted the mods correctly and have them in a mods folder. I'm not sure I understand which mod folder. I get the impression you have two folders for the game in your My Games directory, one named GalCiv3 and the other GC3Crusade. Since you are trying to use mods for the Crusade expansion, I have to assume you have that expansion and maybe more. Which version of the game do you have? The main title/menu screen will tell y
You changed a value from 0 to 1, so I guess that means you edited the prefs.ini file to enable mods. You then went into the game and enabled mods. That wouldn't be possible if you had already enabled them when you changed the 0 to 1. Maybe you disabled them instead. Check again. If that doesn't work, check your My Games directory to see if you have a GalCiv3 directory or a GC3Crusade directory or both. If you have both, everything you do should be in the
The vibration of the icons is not new. It has existed for a long time, maybe since the original release, and has been mentioned many times in various places. I did some testing in the past and found that the vibration is more noticeable when playing larger galaxies or when playing at a higher screen resolution. A tiny galaxy at 1920 x1080 resolution has no vibration. A ludicrous galaxy at 1920 x1080 resolution has noticeable vibration. A ludicrous galaxy at 384
Click on the Diplomacy button while in the galaxy screen, then click on the Treaty Details button at the bottom-left of the Diplomacy screen. That will show you all the details of the treaties you have. If you click on a treaty where you are giving tribute, a Break Treaty button will become clickable. If you click on it, that treaty will be cancelled. That will make them mad. You will have to decide if it's worth it.
My scores have always been in the 10 to 30 range. I finished a game Monday, and my score was amazing. I had to look at it several times to be sure I was really seeing what I seemed to be seeing. My score was 1,006,650. I thought I had done something special until I saw this post. Now I realize that my new score really isn't all that great. I did some checking and found that my recent score is 49,153 times my average score before this game. I would
I had some of my ships moving a long distance using hyperlanes. Occasionally, they would leave the hyperlane and move out into the regular tiles of the galaxy. There was no reason for this. There wasn’t anything in the hyperlane that would block them or slow them down to make the "bad" path better than the intended path I happened to have a save just before I saw it happen with two different ships as well as with a fleet. In all three cases the ship or
I have seen several types of strange AI behavior in the games I have played with the 4.0 opt-in. The first one is the AI seems to aggressively build way too many colony ships and constructors. They don’t have a use for them most of the time, so they accumulate. Then, when they find a place to use a constructor, all of them get sent there. The result is this. <img src="https://cdn.stardock.us/forums/24/51/2451921/b83741ae-6a74-4f0e-8fc2-1e10936cf70f.j
I have managed to get a save that shows the bug in the one-per-race planet improvements that allows more than one to be built. This is Item 11 in the main report. I have written a document that explains all the steps in detail, so the bug should be easy to reproduce. The document is in open document format like the main one, so I have included a PDF version also. They are in a zip file along with the save. It is available <a href="https://www.dropbox.com/s/l25rpn
I have been gathering information for a while about some major and some minor bugs in GalCiv3. Now that version 4.0 is scheduled to come out in May, I decided I should compile what I have and report them like I did for version 3.05 some time ago in hopes that some of them can be fixed in 4.0. I’m doing this because I want GalCiv3 to be even better than it already is. Some of these are major, some are minor, some need a saved game that I haven’t managed to ge
These are nice. I can already tell that I will have to adjust my early strategy in response. I look forward to determining what I need to do. I did notice a typo in the tool tip for Administration Center - starbases is spelled starbaess.
This reminded of some times when the Tywom are in the game I'm playing, and they have a lot more moves than I do. They didn't have as much as you are seeing, but it was more than I expected. I decided to see if I could find a reason. This is what I found. Base moves of all ships = 1 Hyperdrive = +1 (the game designs all ships with at least one hyperdrive) Tywom = +2 (They have the Fast +2 trait that gives 2 extra moves) Their base is 4 moves. <
What you are trying won't work. The schema files (.xsd) don't determine how the game works. The game determines what is in the schema files. The schema files are just documentation of how the game works. They allow verification that the data files are set up correctly to work with the game. Changing the documentation doesn't change how the game works. You need to look at the top of the data file(s) you're trying to edit to determine what schema files ar
[quote who="Dider_By" reply="3" id="3771313"] Winter 2020 is over [/quote] Not true. For Stardock, winter isn't over until 11:19 pm EDT on Thursday, March 19.