You can use the scroll wheel on your mouse to change the viewing angle in the Diplomacy screen. It helps some. I was using an Immense galaxy, which recommends 24 total players. I was using all 25 of the major races from Stardock. Count them and you'll find some had already been exterminated, but not by them . They aren't a race from Stardock. [e digicons]:D[/e]
Old-Spider
I have found some minor annoyances in the UI. I'm using the 3.9 hot fix, but these are also in earlier versions. In all cases this is with a 1920x1080 screen with the game at 1920x1080 and the UI Size at Normal. Annoyance #1 On the Govern Civilization screen, the Summary section on the right side needs a scroll bar. When my Net Weekly Income is at zero it isn't shown and the bottom l
[quote]If another Civilization initiates a trade with you, the text won't be clipped on the more chatty Civilization (like the Mowlings). [/quote] This is fixed.
You are working with a file that contains data about the improvement. What you want to do is work with a file that contains text about the improvement. These two types of files exist so that the data will be the same for all languages, and the text can be different for each language. You want to work with the ImprovementText.xml file. Be careful. There are 3 versions of the file - one for Retribution, one for Crusade and one for the base game. Use the cor
I have a save that shows the colony ship on the planet along with another colony ship on a star. You can get it here . There is a Read Me that should explain everything.
[quote]New starbase module: "Ascension Gate Study." Allows the player to get a lot more out of the Ascension Gates. [/quote] I haven't made it to this yet, but you seem to be continuing to confuse Ascension Gates and Ascension Crystals. An Ascension Gate is built on land and is used for a Research Victory. There is no way one can be studied by a starbase module. Ascension Crystals are in space and must be researched by starbases with the appropriate modules to g
There is a problem in the Choose Civilization screen. This is on a 1920 x 1080 monitor with the same game resolution. When the UI Size is Normal, the screen looks like this: The red box is where "Show Faction in Multiplayer" is missing. Also, the button doesn't change when I click on it. It is the same when I set the UI Si
Some events that are supposed to change population on a planet don't work right. The code used in the Crises works correctly, so I made a mod that uses that code to replace the code in the events that didn't work right. They now change population correctly in the mod. These are the events that have the problem: StartingEventDefs in the base game is CloningEvent; is Mercil
There are some nice changes here. I recognized some of them from Horemvore's mods and some of them from my mods. Some of our mods are similar because we think alike in some areas. I use only 2 of his UCP mods because I prefer my way of doing things. However, I use some of his changes in my mods, and he uses one of my mods. I originally did the player spacing mod and gave him permission to use it because so many play
[quote who="SchismNavigator" reply="5" id="3758254"] I just checked and received no DM about this on Discord. [/quote] Well, I'm embarrassed. I was going to mention the problem with the Villains and make another reference to the same problem with the Heroes in the July 26 message, but when I just checked I see that I didn't. I'm not sure why I didn't. My apologies. I'm sure I mentioned the problem with the Heroes in these forums soon after it was released
I'm looking forward to more variety and different interactions with more strange races. When Star Control Heroes was released, all the races had the same call sign, namely S.E.S, which is the call sign for the Slyne. I posted about it in 2 or 3 places, but it has never been fixed. Do these races have the same problem. Schism should know that they did in late July from the PM on Discord.
[quote]There must be some way to better tweak the length between different factions homeworlds on generation [/quote] Try the mod in this post.
[quote who="pshaw" reply="10" id="3756519"] Adjusted the choose civ screen to improve text wrapping [/quote] I just updated and checked the screen. It is fixed. Also, I have a lot of civs from the workshop, and I found one that had a lot of text in the description. There wasn't enough room for the text vertically, but there was a scroll bar that allowed all the text to be seen. [quote who="pshaw" reply="10" id="3756519"] Old-spider: we'll get t
Xeno Archeology shows the same problem.
The Research Complete screen needs a scroll bar or more room or less text for at least one tech. It has been this way since the text was enlarged one or two updates ago.
[quote who="pshaw" reply="2" id="3756201"] We didn't making any changes to the event system so I'm guessing its a old bug. Let us know if it happens again or if there's repro. [/quote] I've started several games since my first game, with and without various mods, without it happening again. I guess it was just one of those things. [e digicons]|-)[/e] I did look at various screens to see how they appeared and found one that could use a fix. <img
I have seen this happen several times for several months before now, but this is the first time I've seen it and also got a save that reproduces it all the time. This occurrence is in a new game without mods using the 3.8 opt-in. The strange behavior occurs when an AI ship or fleet of ships tries to leave a planet. I think it only happens when the ship or fleet is trying to leave a planet that was recently conquered. That is what is happening in this case. <br /
After updating to this opt-in, I started a game to see what's new and improved. I think the text is much better for my old eyes. It seems sharper, and the changes in size and color are very nice. I did find one problem. The text in Choose Civilizations screen does not use the whole width available. During the game somethi
While you can't trade with minor races in the trade window, you can send a freighter to their planet to establish a trade route. Sending a freighter or a transport are the only two ways to interact with them, so they aren't very useful. It has been mentioned that if you want a race to be less than normal, choose one and set its intelligence to the lowest level in the setup of the game. I haven't tried this. I just don't use minors.
Go to your Documents\My Games\GC3Crusade folder and find the Prefs.ini file. Rename it to something else, like OldPrefs.ini in case you want to keep the information in it. Start a new game, and it will create a new Prefs.ini file will all the settings at the default values.
[quote who="Horemvore" reply="13" id="3755425"] Wormhole Power - Like why? Point of this power eludes me. [/quote] I have used it to get rid of a colony ship that was about to settle a good planet that I wanted but couldn't settle for several more turns. I have also used it to relocate an invasion fleet that was getting too close to one of my planets that didn't have enough defense to prevent the invasion. It does have some uses.
I have never received a colony ship on turn 20 out of nowhere. When I get one it usually comes from an event, which you aren't having. The other way is when I build Tyron's Destiny. It gives a colony ship with a population of 5, but it is right next to the planet where it is built, and there is no notification that it happened. It just appears. Are you somehow managing to build it on your homeworld on turn 20 every game? I can't think of any other normal
Brad did a series of Dev Journals on Retribution. You can get the first one here . There are links to the others in each journal. Maybe they will answer most of your questions.
Bumping because I'm wondering if anything is being done about this.
Background While in the shipyard screen, it is possible to build a ship by double-clicking on it. When this is done with missions, sometimes the mission is built, and sometimes something else is built. When something else is built, it is usually whatever is first in the list because the default selection when entering the shipyard is always whatever is first in the list. If a different ship had been selec