Thank you guys! [quote who="ookami8" reply="1" id="3618969"] is a enum string, and you can find all the values that it can have in the /enum/statstype.xsd [/quote] This is very helpful to know. Thank you!
thetraviler
Hello, Quick question! I am trying to create a simple mod, where a new starbase module can be built that produces income without the need to be near a planet. Here is a XML excerpt. Income Global
I really like the idea of creating a hospital ship or factory ship to help a fledgling colony get on the road. Was there ever a resolution to the question of a ship having an AreaEffect?
Stoked for this! I love the star trek mods for both GalCiv2 and Sins of a Solar Empire!
Any update on this?
In Civilization 5, there was a specific game mode for touch screens. Is there a similar touch screen friendly UI planned? I have a Lenovo Yoga and love playing Civ 5 in tablet mode. It feels very natural and makes for much more relaxing game play... being able to hold it on my lap while I recline and sip on my selected beverage. Many enjoyable evenings ;-)
THANKS!! YOU GUYS ROCK!!!
HAHAHA WOW! Nice!
[quote who="Edladner" reply="2" id="3492363"] Would it be possible that once a battle is over it generates an anomaly with salvage of some kind from the hulks. A survey ship would still be valuable late game then. [/quote] I haven't thought of this before... I REALLY like this idea! Yes, anomalies can be set to span throughout the game, but this would give a very realistic reason for a survey ship late game. Maybe, limit the survey event
I would like to see an option to set a # of turns for stimulus. If you don't set a number then its indefinite... if you set a number, in that many turns it disappears and it pops up as an idle planet. Thoughts?
[quote who="peregrine23" reply="5" id="3491618"] If this is the intention it is not currently working. In the current build, ships on guard do not wake until you wake them. [/quote] That's what I had deducted from messing around with the option... but it does seem that a guard option should wake up at some point. Guard should not = sleep... that should be a separate option :-/ Personally, I had originally thought that sentry would be a recurr
WHAAAAHOOooOOOW!!!!!
It is my understanding (and correct me if I'm wrong) that Sentry wakes up when an enemy is near while guard does not. Guard is more of a permanent pass, as it will guard a spot without being distracted or running away...
I imagine there is a lot still to come as far as the map is concerned. I do think it would be cool to be able to name map features other than stars. Naming nebulae, asteroids, asteroid belts, etc. would be really cool. It would help to draw us into the narrative of own little sand box story line!
[e digicons]:thumbsup:[/e] [e digicons]:thumbsup:[/e] [e digicons]:thumbsup:[/e] [e digicons]:thumbsup:[/e] I look forward to Thursday!
Im sure if there is demand for it, it will be implemented in a post production update. It seems to me like they needed to priorities their time to give us the best initial game possible. With so many post production pans I cant imagine it never being implemented. For the record, I do would really like to see hot-seat. I play the hot-seat in civ5 rather constantly with my friends!
[quote who="charon2112" reply="6" id="3489781"] Brad's just trolling...he's referring to the Political Machine 2015. [e digicons]^_^[/e] [/quote] Haha, well I liked the Political Machine... if he has that many great minds working on a new one then I'm ok with that... ... Just sayin ;-)
[quote]Our biggest, most ambitious project ever is not announced yet. It’ll likely be announced as CES 2015. This team is a combo of people who worked on Sins of a Solar Empire, Galactic Civilizations, Civilization V and LOTR: Battle for Middle Earth. It’ll require 64-bit and need Mantle/DirectX 12 to really shine. We haven’t even hinted about this game yet in any form so don’t bother to try to guess. It’s something completely new. [/quote] &nb
An interesting idea, though probably not doable in galciv3. I would support some sort of zoom-in-to-system UI, but that would be a major departure from part of what makes galciv classically galciv.
I am running a Lenovo Yoga 1 Intel i7. I really like this game on touch screen, but the "Large UI" option does not seem to be working. Everything is the same size as when it is set to small? I have restarted the game as told to, the settings now say it is in Large UI mode but all options, menues, and fonts are still the same size. Also is there a possibility of getting an in game keyboard pop up for touch screen mode? Right now I cannot play the
Can we discuss the possibility of an option to increase the size of solar systems? Basically increasing the number of planets, and how far they will spawn from a star in conjunction with decreasing the density of stars, would create a interesting and more realistic game map. Please see post for more detail: https://forums.galciv3.com/457132/page/1/#3488809
[quote who="parrottmath" reply="1" id="3488802"] Would this also be possible by setting star frequency lower and increase planet frequency... increase the number of planets around a smaller range of stars? [/quote] That is how I normally set up my maps. Basically, I would like to see the ability to have larger more interesting solar systems. As I said, a solar system size option would do the trick, but the idea of a scale slider is prefer
I know you can mess around with all the different settings (making everything more rare and spread out) to give the impression of a more expansive universe. But, I think it would be cool to have a "Scale" slider at the beginning of the game. This slider would automatically adjust all the other settings to make the universe appear more/less expansive. One of the key things I would like this slider to do, which cannot simply be done by messing around with the other settings, i
I apologize for the double post. I do not know why it did that, or how to delete the other one.
When traveling North/South, the ships tend to zigzag back and forth because of the current hex game board (which I love btw). I feel like it wouldn't be that hard to simply smooth out the movement and ship course lines when moving north/south (or one of the other 4 slightly diagonal directions that this same phenomenon occurs with). It really is just a strait line anyway. If you lined the course on the alternating right & left sides of the hex, it would smooth o