[quote]Fixed the Trial by Fire achievement [/quote] I have received all the achievements for completing the crises, but I never received this one. I started a new game with this release. I completed the Space Monster Crisis and got this achievement, so it is fixed. [quote]Fixed the Perseverance so it can now correctly colonize extreme worlds even if the player doesn't have the tech. [/quote] I have hired the Perseverance and am testin
Old-Spider
In the save in the link I just posted, I couldn't build an Import-Export Center. I then used the console to destroy another race's planet that had one. I was immediately able to build another one. Something in the game code allowed me to build a second one after another race had lost the one they had. After I built my second one, I couldn't build another one. I then used the console to destroy another planet and could build a third one. I hope a dev wil
I have had this happen many times. I was sure it happened when a planet was lost by a race, then it would happen when everyone was at peace. I guess it still could be caused by a planet lost to influence, but I think it is probably something else. I had one game where it happened where I saved the saves and tried to reproduce it and see what caused it. I have posted the information in several places, but I think SC:O caused the posts to be ignored. Here is th
Unlike your other mod , I haven't been using this one for a while. However, I will be downloading and trying it again after you update it. I'm not sure why I quit using it, but I think it had something to do with too many anomalies appearing in the game. Whatever the reason, I will try the new version. Thanks for all your efforts.
I have been using the version before this update in all of my games except for a few special cases. I consider it mandatory to use, so I just downloaded the new version and will use it in my next game. Many thanks for this.
I had strange things happen in some games I played with your UCP mod version 1.12 in Intrigue. In different games the default colony ship population would be different, and the time to wait to change governments would be different. I found the cause, and it still exists in 1.13 and in this mod. When the initial installation is made, the UCP_Enhanced\Game folder contains the file GalCiv3GlobalDefs.xml. When UCP_Intrigue.rar is unzipped, it adds another copy of GalC
In the game I'm currently playing, I flipped a Yor planet when they settled it deep in my area of influence. I didn't have to do anything except wait for it to flip. Since it had only one population and my influence was already high, it flipped in one turn. I'm not going to promise using the starbase will work for you, but I think it will, so I think it is worth trying.
I am seeing this a lot with the Import Export Center. It seems to have something to do with other races loosing a planet that has their Import Export Center. When they loose theirs it allows me to build another one. I recently had 5 on one planet. I found a way to allow me to build more that one that works every time that supports the planet loss idea. I find a planet of another race that has an Import Export Center and use the console to destroy the planet. 
Steam updated my 3.04 opt-in. I checked the xml for the Hyperion Shipyard. It has been fixed. I started a game with the NoMinSpec launch option. My computer has the specs to allow me to play all the galaxy sizes, so I didn't see a change there. However, there also has been a limit to the maximum number of total players in a galaxy. That restriction is gone, so the galaxy size restrictions are probably gone also.
[quote who="Derek Paxton" reply="74" id="3716471"] Quoting Croc411, reply 71 This happens all the time, also with other player wonders like Computer Core and Central Bank. So far I was unable to determine a pattern, but it could possibly have to do with loading a savegame. If would be fine if it only happened af
[quote who="Derek Paxton" reply="73" id="3716470"] Quoting LunarMongoose, reply 56 Lol of course it is... That's what I was trying to say in the 3.02 thread, that ppl were still posting that it was still happening (with screenshots!), and all I get from Kael is "I don't agree the AI is exempt from range rules...". /facepalm</div
I started a new game and played normally until I was ready to train a Commander that I could promote to Privateer. My government allowed declarations of war. When I was ready, I saved the game then promoted the Commander. Everything worked correctly. I loaded the save, changed to a government that prohibited declarations of war, then promoted the Commander. Everything worked correctly, exactly like the previous time. I've decided it's not worth pursuing
[quote who="Derek Paxton" reply="1" id="3714889"] since that issue doesn't reproduce locally (I think you have a broken custom ship in your pirate style that is causing this) [/quote] I decided to see if I could find the problem on my end and got some strange/interesting results. I had installed GRM recently, then removed it. In case it had anything to do with the problem, I went through all the Designs and ShipStyleSet directories and removed anything that cam
Here's an issue that may not have ever been reported. I don't remember doing it, and I don't remember seeing it anywhere. ShipComponentDefs.xml has costs for prototype Elerium, Antimatter and Durantium weapons. The Elerium weapon costs 1 Elerium. The Antimatter weapon costs 2 Antimatter. In the base game the Durantium weapon costs 1 Durantium. In Crusade it costs 12 Durantium. It looks like someone accidentally pressed the 1 and the 2 to get 12.&
I can only get the new races to show up in GalCiv3 if I use the Steam Workshop button in the race selection screen to open the Steam overlay. I then find the race I'm missing, unsubscribe from it, subscribe to it, then click on Click here to return to game at the top of the screen. If that is what you are doing and it doesn't work, here is another possible solution. When I subscribe in Steam, all the data get downloaded to m
I was going to promote a Commander to Privateer, but I had also read about this causing a crash in some cases. I saved the game, then tried the promotion. I got a crash instead. I loaded the save and tried a different commander and got another crash. This post is here to make the save available to the devs. I also included a text file that gives more details. The zip file is available <a href="https://www.dropbox.com/s/op2poz4qwf74p6l/Commander%20Promotio
[quote]Added the ability to trade from the first contact dialog [/quote] I really like this. I rarely think to trade with a race as soon as I meet them, then I usually don't until they initiate a trade later in the game. I tried one game, not the one mentioned in my previous reply, where I used this every time I met someone. It was a good way to immediately find out what they had that I might want.
[quote]Fixed an AI issue that allowed freighters to go way beyond their normal range [/quote] This isn't fixed very well. I started a new game without mods in an immense galaxy using the races that come with the game. I started on the edge, so I didn't have to restart the game. I then opened the console and used the fowtrans, god and soak commands so I could watch what happened in an automated game. The AI that took over my race build freighters and sent t
We were not at war before this happened. I got the declaration of war just before the attack occurred. If this is the intended behavior, it works. It is also a dirty, rotten, sneaky, terrible thing to do, so congratulations there. I'm not sure it matters, but the race that did the surprise attack was the Snathi Revenge. It does seem normal for them. I may have to start escorting my colony ships.
[quote who="pshaw" reply="5" id="3711694"] Intrigue Added the ability to disable Crises to game options [/quote] It's missing a label to show what it is for. Ignore this. I was using a mod that changed UIText.xml and wasn't using the version in the latest update.[e digicons]:blush:[/e]
[quote who="MacsenLP" reply="11" id="3711713"] Possible bug... I had a war start by a treasure hunt ship being attacked no formal war declaration popup. Might have been collision error? [/quote] I also have had that happen. Even worse, before turn 10 I had the starting and armed survey ship of another race attack and destroy my first colony ship while it was going to a planet. This has never happened so early in the game before 3.01. My fi
[quote who="sdRohan" reply="10" id="3711711"]Quoting Horemvore, reply 8 Thats the most recent one, posted by myself. There are plenty of other posts/discussions regarding this issue, here, Steam and on Discord. Ty, Horemvore; Ill make sure it gets seen by the devs. [/quote] Please have them look at Ticket # BKL-489-10361
I haven't used this mod in a long time because you change some of the same xml files that I change for my personal mods. I decided to check the 8.5 version and found that there is very little overlap in xml files that are changed. As I looked through the files we both use, I thought I found an error. I installed the mod and used it without any others and found that I was right about the error. In the GRM 8.5\For Your My Games - GalCiv 3 Crusade Directory\M
[quote]The AI will no longer eject colony ships with no population. [/quote] I started a game on a tiny galaxy against the Yor to see how they handled this. They always launched many empty colony ships before this patch. With this patch they built two colony ships with two population each and sent them to colonize planets. This reduced the population of the home planet to one, so they shouldn't be able to put any population on any colony ship they built.
Here are the player limits in Intrigue and probably in any version of 3.0. I don't know if the amount of RAM changes any of this. I'm on my laptop with 16 GB of RAM. I'll try my desktop with 32 GB of RAM later. Galaxy S