The graphics were changed when 2.8 was released. I had a lot of problems just like you are having, so I made a mod to fix the graphics. You can get the current version here. I think it will solve a lot of the problems you are having. Unzip it into your mods directory. It will work on saved games. EDIT When Retribution was released, the mod in the link no longer worked correctly, so the link has been
Old-Spider
Excellent! I am glad it is finally gone, and I'm sure many others will be also. I put in all the work in hopes for this result, so I'm glad it was worth it. Since that has been fixed, I need to ask if any more work had been done on the problems reported here , especially #1 and #2. Brad reported on Discord that he had found the cause of #2, but it was more complicated than he first thought. It may h
I think there are a lot of good and interesting changes coming in this expansion. Here are some comments and questions about some the changes. Artifacts There isn't much in this post about them, but I suspect I will be happy when I get one or more of them and unhappy when I don't get others. I will probably have to adjust my war plans based on what I have or don't have but want. <span style="tex
Background There is a bug that allows one-per-race buildings to be built more than once. No one has been able to consistently get it to happen and to provide a save that allows it to be tracked by the devs. Many players, including me, have thought it has something to do with a race loosing a planet with the building on it. I have been seeing indications that it can happen if a race decides to destroy the
The pirates that appear in space are found in GalacticEventDefs.xml. Since you have all DLC, use the one located in C:\Program Files (x86)\Steam\steamapps\common\Galactic Civilizations III\DLC\EXP2_Crusade\Game. The event you want is the second one in the file. The Internal Name is SpawnPirates. Some of the mega events are in C:\Program Files (x86)\Steam\steamapps\common\Galactic Civilizations III\data\Game. Each one has a separate file, such as PirateColony_Me
The survey ship you start with is made with a medium hull. You don't start with the tech for it, so you can't build it. You will have to research Zero Gravity Construction to get medium hulls. There are several techs before it. You should go to the tech tree as PUREVENOM mentioned in Reply #5, then look in the Engineering section to see what needs to be researched. You don't need to do this to get a survey ship. At the beginning of the game you can build
When you are looking at a tech there will be small icons under the name of the tech that show what is unlocked. Put your cursor on one of the icons to get a tool tip that gives you more information. If you click on a tech, the right side of the screen will also give you the information. You can put your cursor on the the icons there to get more information. <img src="https://cdn.stardock.us/forums/24/51/2451921/b8cd429a-30b6-4fda-b5ae-7a28b1795ff5.png" alt="" width="
I thought the solution would be as simple as clicking on the planet in the galaxy screen, but I soon found out that didn't work. I tried a few things and got it to work by doing the following: Open the console, enter the god command, then close the console Click on the planet in the list on the right. Open the console and enter the colonize command. You have to click on the planet after the god comm
Thanks for you comments. I was wondering if maybe it wouldn't work for anyone else. It's good to know it works for all of you. Maybe Stardock will use these in the next update, unless someone can find some better values. I should note that if the number of races is increased too much, they do not spread as evenly. Some will be closer to another race than the others are. This means that if 10 are spaced well, 20 may have some spaced well and others close t
For quite a while there have been complaints about the starting locations for races being too close together. I have experienced this many times myself. In version 3.03 changes were made that were supposed to keep the starting locations from being too close together. I don't think they work as well as they should. There are still complaints about the spacing with the new values. I recently had a start with 2 races only separated from me by one star. <b
I'm sure there isn't a way to disable these in the game. However, it is possible to do what you want with mods. I had already made a mod to eliminate the trade route lines. I knew the lines for asteroid mines were in the same file, so I made a new mod that eliminated them. I was sure the battle prediction text was in a file for the UI text. I checked and they were all there. Instead of deleting them, I changed them all to be "Hope For The Best" with al
Paxton's Emporium in a one-per-galaxy building, so it should not be possible to build more than one. I and others have reported that it is possible to build more than one, but it was not obvious why. I have been investigating every time it happens in a game I'm playing, and I have finally found a reason and have a save that reproduces it. The reason it can be built more than once is that the race that first builds it will destroy it later. Since none now exists in
I verified my files and got the usual .bin and .dat files. I started a new game and saw 3.2 at the lower right. I went straight to the tech to get hydroponic farm. It still costs nothing. I checked the ImprovementDefs.xml in the Crusade directory. There is no line for the for the hydroponic farm. The values for ManufactureLife are what <a id="ctl00_ctl00__Content__Content__RepeaterReplies_ctl00__LinkUser" title="Click use
The cost of the Hydroponic Farm is zero again. Is this intended?
I found the problem that makes the Star Control Heroes do nothing when using this mod. They don't have any ships they can build. Their ships were added to ShipClassDefs.xml in the main game, but this mod overwrites it with one that doesn't have their ships. When I added their ships to your version of ShipClassDefs.xml, they work as they should. I don't know if anything else needs to be changed, but this fix solves the problem that causes them to do nothing.
I started another game in a smaller galaxy. After playing a while I opened the console and used fow to see everything so I could check on the Star Control Heroes. This is what I found. Mowlings start with an extra planet in their star system; they settled the extra one and no more. Tywom start with an extra planet in their star system; they did not settle it or any other planet. Free Trandals start with an extra planet in their star system; they did not settle it
I installed 1.16B and started GalCiv3 without any other mods. It worked without a problem, except I didn't get any new races. I may have some, but not all, of them already installed from the workshop. I didn't have any errors with ships or ship styles. I am using Intrigue 3.1 with all four of the Star Control Heroes in the game. I was on a very large galaxy and never met anyone before I quit playing.
I have downloaded 1.15 and 1.16B and opened them with 7-zip. In both cases the Factions directory contained 4 empty folders. Here is 1.16B.
I have been playing the 3.1 opt-in. In my latest game I tried to build Paxton's Emporium, but someone beat me to it. Later I noticed it in the list of things I could build, so I built it. I ended up using some saves during this game to investigate how arable land and food are handled by races that don't use food. While doing this I decided to look for the first Paxton's Emporium that was built. I never found it. I think this means that a race built it fir
I started a new game with the latest update from today (Thursday). I saved at the start and after turns 52 and 100. I then used the console and the god command to see what was happening with food. YOR Their home planet of Iconia started with 3 arable land. Several of the planets they would settle had various amounts of arable land. Sometime before turn 52 they went on a slash and burn rampage. All arable land was gone by turn 52, and other things
I have started several games with the op-in to check various things. I never reached 100 turns before starting a new game. That may explain some of the things I'm about to report. The Yor haven't built a farm, and they haven't destroyed any arable land. They still have empty places to build, so they may not feel the need to destroy any arable land. I probably need to play more turns. As <a id="ctl00_ctl00__Content__Content__RepeaterReplies_ctl00__LinkUser
I just tried loading both of these into Intrigue 3.05 without mods. New3 crashed after 2:33. A crash report was sent in. After restarting GalCiv3, new 2 crashed after 0:41. Another crash report was sent in. I have never had a problem with long saving and loading times with my computer and certainly no crashes like this with my saves. I decided to check RAM usage while loading new3. This time it crashed at 2:20. I got a screenshot of RAM usage
I'd be more impressed if they could do all my yard work for me. [e digicons]:grin:[/e] It looks like this one could get there before too long.
In order to speed up the starting time for GalCiv3, it doesn't read and compile the xml files that contain all the data. Instead it reads precompiled files with all the data. There are several of these. In a post some time in the past one of the devs added a comment that they are usually updated if they are more than a certain amount of time old, if I remember correctly. I don't remember what the time was. I also don't know if it was here or on Steam, and I haven
Now that SC:O is out and engineers are available for GalCiv3, I think it's time to report some of the bugs and other things that exist in GalCiv3. I have been checking out these bugs and other thing while playing the game and trying to get as much information as possible about them to make it easier for whoever is working on GalCiv3 to find them and verify they exist. Hopefully that will make them easier to fix. I have included a lot of information on how to find the bugs an