Shouldn't that be in the race-specific tech tree (e.g. VargasilTechDefs.xml) instead of the general TechDefs.xml? At least, that's how it is for the corresponding Krynn tech. Other than that, it looks fine to me. Just make sure that the DisplayName and the Descriptions are defined somewhere (e.g., VargasilTechDefsText.xml). The Krynn Consulate improvement has "ConversionTech" as tech requirement, which is the GenericName of both your tech and the Krynn original. I can see two
Gaunathor
The Habitable Planets setting determines how many habitable worlds there are in total. The Extreme Planets setting then determine how many of those planets have an extreme environment.
[quote]Fixed an issue where you can offer more credits per turn to the AI than you can actually pay[/quote] Nice! [e digicons]:thumbsup:[/e] [quote]You cannot selected food and growth modifiers as a custom faction if you are playing a synthetic race anymore[/quote] The Yor have Infertile (-2). Did you adjust this?
Could you please post the code for your Consulate? Maybe I can see what is wrong with it.
The names and descriptions of techs, improvements, ship components, etc., and their actual ingame values are split into two files. The XML-files under Data\Game only contain the game-values, along with referential which the game looks up in the corresponding XML-files under Data\English\Text to find the actual names and description. In case of the Krynn Consulate building, you'd have to look at the ImprovementText.xml. I hope this helps.
[quote who="Captain Patch" reply="37" id="3565046"] I really do not believe that Morale should work anything like the way they set it up. The biggest factor that affects the unity factor -- which is how Stardock is describing Morale = "patriotism" -- is communication. Which for a high-tech civilization is at least as fast as the fastest ships in the empire's Navy. With a good possibility of eventually creating an instantaneous comm network that connects th
[quote who="tilyas89" reply="6" id="3564851"] Wasn't it possible in GC2 though? [/quote] It was. The AI in GalCiv 3, however, just isn't at that level yet. That's also true for a lot of other areas, like planet specialization, fleet management, diplomacy, and so on. It will get there eventually, but that is going to take some time and effort.
[quote who="Larsenex" reply="4" id="3564811"] the lead developer uses SENSOR stacking. [/quote] I don't recall him every saying that. However, I do recall him stating in the last dev stream that they are going to implement diminishing returns for sensors.
[quote who="Larsenex" reply="20" id="3564803"]So if you are in game, can you X out of Steam and close the operation in the program/services tab on right hand side? I have not tried to close steam while playing. I may try that. I play fine on insane and no lag. [/quote] No, you can't. The game requires Steam to be running in order to function. Maybe I wasn't clear enough in my last post, but that is what I trying to say.
[quote who="androshalforc" reply="17" id="3564732"] You only need steam to install and update gc3 you can then just launch the exe and should be able to close steam entirely [/quote] If you try to play GalCiv 3 while Steam is shut off, then the game wants to start Steam first before you can actually play.
[quote who="WenlaM" reply="7" id="3564151"] Is it told some where? I haven't seen it. [/quote] It was stated in the patch notes for v1.02: " Added a check to gray out Yor assembly projects so that you cant run them when your population is already capped"
[quote who="My Views and Muse" reply="67" id="3561650"] So if I have the galactic civ 2 ultimate from steam am I ablue to play that rated 8 dark avatar AI? [/quote] Yes, you can. Use the GC2DarkAvatar.exe under SteamApps\Common\Galactic Civilizations II - Ultimate Edition\DarkAvatar in your Steam-folder. Just be aware that Dark Avatar plays quite differently than Twilight of the Arnor. [quote who="leiavoia" reply="81" id="3561765"] @Everyone: question for y
[quote who="Larsenex" reply="6" id="3557336"] Just curious to ask but have any of you here on this thread experienced the issue I am having? The bounce in and out without a smooth zoom out or in? [/quote] Yes, I had that too for a while. It was due to one of the issues erischild mentioned: my mouse-wheel was worn out. I got a new mouse an
I don't think it's just technological advancement. The same thing happened in all of my games so far, even though I was ranked 1st in Military Power (and often Faction Power too). This really got annoying after a while. Seriously AI, at least get a strong enough army to back up your threats before trying to extort me. Otherwise, I'm going to send my own army to you, and give my troops some R&R on your planets. It's possible that there is an error in the calculation
I ran a couple tests in GalCiv 2 to get some comparison values. Settings: two major races, no minors, abundant stars/planets/habitable planets, occasional extreme planets, scattered stars, max map-size for the respective versions (Gigantic for DA, Immense for TotA) Here are the numbers of habitable planets: DA: 740, 746, 743, 738 TotA: 485, 549, 497, 533 As you can see, GalCiv 3 has currently less habitable planets on an Insane map, than what Dark Avata
[quote who="naselus" reply="53" id="3556901"]Would it be possible to make the Large Empire Penalty modifier available for modders too?[/quote] We already have access to it. It's the first entry for GoodsAndServices in the GalCiv3GlobalDefs.xml.
The Preclusions tag for the Xeno Anthropology Center is currently using the DisplayName of the improvements: Xeno Anthropology Center Universal Outreach Center Future Studies Center It should be using the InternalName instead: XenoAnthropology<
[quote who="00zim00" reply="1" id="3553896"] Its a known bug that the Devs only recently figured out what the issue was, so they will be fixing it soon [/quote] Sorry, but this is a different bug. The Molecular Fabricator is simply missing the following tag in the ImprovementDefs.xml: MolecularFabricatorc IndustrialReplicator
[quote who="thegory1" reply="27" id="3553409"]I would ***LOVE*** to figure out a way to modify base fire rate, but I haven't yet.[/quote] The base values for weapons (accuracy, rate of fire, and range) are set in the GalCiv3GlobalDefs.xml. Rate of fire is called Cooldown in the file.
[quote who="BigBadB" reply="17" id="3552665"] It seems the kinetic weapons (at least) have been rebalanced in 1.01 (not had a chance to check myself yet - pesky work). [/quote] Yes, they have a mass of 18 now. The Durantium-versions, however, remain unchanged.
I don't mind that conquered planets retain their influence. As far as I understand it, it's a safety measure to prevent the planets from simply flipping back to their original owner on the next turn. What I'd really like to see, however, is that Culture Victory isn't possible when you're at war, like in the previous games. Without that CV is simply too easy, because you don't have to balance spreading your influence (which pisses the other races off) and keepin
[quote who="00zim00" reply="1" id="3550829"]I suggest getting it from gog.[/quote] I wish that was possible, but GalCiv 3 is Steam-only. Sure, you can buy it from other stores too, but all you get is a Steam-key. As for the OP's question, you need internet access in order to install and update the game. Playing it, however, can be done offline.
[quote who="Frogboy" reply="50" id="3550178"] the yor in the release buld definitely build up their population. in fact, they may need to get needed as they win a very high percentage of AI vs. AI games. [/quote] I think the main issue with the Yor is that their population cap doesn't work. For example, they can have a population 50+ on a planet, even though their pop cap is at 20.
The UpgradesFrom tag for the Mega Resort is set incorrectly. It needs to be changed from this Amusement Park to this AmusementPark
I have found the issue: PromethionExtractorModule PromethionExtractorModule_Name PromethionExtractorModule_Dec GC3_Icon_Promethion_32.png Mining StrategicResource <!-- Stat