Stohrm

Stohrm

Joined Member # 2536375
24 Posts 60 Replies 487 Reputation

When I first heard that Hyper Gates were being added I thought "great". I've since learned that they're more like adding roads (or space lanes) than what I imagined. In all honesty, that is "great"; as it did not bypass the technologies that I think should be included. Those being ones that allow wormholes to be stabilized. So, my thoughts are such: Establish a Starbase near a wormhole in order to study it (similar to how one does with the various crystals or what

1 Replies 11,158 Views

It would be nice if the Precursor Pirate designs were available via the ALL option; but I'm not seeing them. I'm talking about the tiny, small and Cargo ones that protect the Precursor Artifacts. Of course, it would be even nicer if one didn't need to use the ALL option and the designs of the ships one manages to scavenge would simply be added without all the fuss. Anyway, I'm not even finding the

0 Replies 608 Views

If I'm not mistaken, under it's current configuration, I do have the option of having ALL ship designs available to me (and that's great). The thing is, though, I don't (necessarily) want ALL of them. However, I am interested in those that apply to any/all vessels that my faction has managed to Salvage. In the current case, that happens to be a couple Yor vessels and a few Precursor (Pirates?) vessels. So, please add a category for "Capture

0 Replies 5,213 Views

[quote quoting="post"] Greetings! ... talk about your custom civilizations that you're creating. Enjoy! [/quote] Ditto on the Greetings! The name's Stohrm (pronounced like storm but with more of an "oh"); Stohrm Knightforger and my civilization is from the future. Mind you, they did not travel back to the present on purpose; they stumbled through a unique wormhole. In doing such, they lost contact with their former society's home pla

35 Replies 124,136 Views

Was the Ancient Ability changed, or should I simply ask which ability was changed that used to provide access to the Xeno Anthropology path of research? Never mind; as, upon closer examination, I see it's branch has been moved up in the Governance tree and is currently under the Xeno Commerce branch. Now one has to research Xeno Commerce and Commerce Specialization before being able to research Xeno Anthropology. Such is the way of change, I suppose.

78 Replies 240,325 Views

I definitely agree that the Command Ships should have weapons and such. I'm also disappointed that they don't seem to be upgradable (other than via Promotion; but I wasn't thrilled with how that works either. Well, I found the CommanderStaticBlueprintDefs.xml easy enough; but apparently all the basic commanders are the same for all the races/factions. That won't quite work for me. I think each faction should have its

11 Replies 15,872 Views

Looks like it's been a year and no one seems to have had my problem. I've done pretty much everything shown in the first post (as far adding to and not appending goes). I had an error I didn't understand with the Venus Art; so I 've simply skipped that for now and used the generic art. Anyway, the problem is now this: I load the game, select my customized race and "lo & Behold" no Star and/or Homeworld. In addition, my ships are all over the map. Any id

14 Replies 27,812 Views

I'm constantly experiencing issues with modding. The 1st attempt will show up (if it works properly); but any changes after that seem to be moot. So, it seems I have to do 2 things: 1 is disable my virus protection (as it doesn't like things being changed: created is fine; but not changed); and 2nd, I have to (re)verify the local files (via Steam; especially if I'm "on-line" at the time). Hope that helps. SK

13 Replies 17,100 Views

[quote who="treborblue" reply="2" id="3663245"] What tools are required most by modders? GCIII Tech Tree Editor is nearing the end of Alpha, so should go in Beta soon. Which means I will be free (less busy) to look at the possibility of developing other tools, unless Stardock release some tools first. [/quote] I don't necessarily need a tool; but a guide (at least) would be nice for creating a (new)

14 Replies 18,956 Views

[quote quoting="post"] I would like some things like Hivemind - (fight and think and one) bonus to research and/or combat? Pirates - bonus starting speed/distance for ships? [/quote] Perhaps Privateers rather than Pirates; although it is sort of in the game now (via Commander upgrades). I created one called "Displaced" that provides a Survey Ship, a Constructor and Colonizer. The concept is th

2 Replies 10,770 Views

[quote who="DemitriousDucas" reply="1" id="3680980"] Good ideas. I'd like to pick where a planet built shipyard is located, since most times it appears in a horribly inconvenient or poor strategic location... at move 1 per turn. using a constructor to build a shipyard where you want (even losing an admin) can be a much better choice. [/quote] I was using Constructors to build Shipyards; but I'm not liking the idea of using (and losing) an admin to do such. I

3 Replies 9,347 Views

Sycloness (or anyone for that matter), Perhaps you can assist me in learning how to edit Star Systems, Planets and such; as I've not had much luck so far. ?? I want to create a new system for my Knights of Technology faction with three habitable Planets: a size 16; a size 11; and a size 8. I'm not interested in having any other (dead) planets; but a small plethora of asteroids would be nice. So, I need to know which files to change and such. TiA, SK

18 Replies 37,501 Views

I just finished trying this and, at first, it wasn't working for me either. I had to do two things: 1st, I had to disable my antivirus software; and 2nd, I had to (re)validate my local files. It's a royal pain, when you're modding; but that's life. Now if I can just get the Star System and planets stuff figured out. SK

6 Replies 14,186 Views

Once again I'm going to start a bit off topic; as I'm not sure if Administrators are freed up when a Starbase Constructor is used to build a shipyard instead of a starbase. Thus, is it wiser to have the planet construct the shipyard? Just curious there. Anyway, I've also always wondered, (and this is leading in to the topic), why shipyards are separate from Starbases? That is, why don't Starbases produce ships too? It seems to me that the progression for

3 Replies 9,347 Views

First off, I miss the Asteroid Mining ships from Gal Civ II; and I'm hoping they'll return again in the near future. I'd rather pay once for a ship that can go out and get the job done than simply click on the asteroids, etc. However, that's not the reason for creating this post. Yes, I do want them to return; but even so... What I'd like changed is to be able to assign asteroids that are within a Starbase's Area of Effect to that Starbase rather than

3 Replies 9,451 Views

[quote who="Syrkres" reply="2" id="3674515"] How/where do you set shipyard rally point? [/quote] Click on the shipyard Then click on the Rally Point tab. Then click on Shipyards and find the one with Zero distance and select it. SK

8 Replies 10,051 Views

I just wish it would default to remaining docked; as I'm always forgetting to set that when I first create my shipyards. Then, unless the ship is a Colonizer, it invariably pops out in the wrong direction. Granted, popping out in the right direction is a boon: as you then have the extra movement point (which you lose when the shipyard is it's own destination. However, that extra movement point is of minimal help when your ship pops out heading the complete opposite directi

8 Replies 10,051 Views

I am definitely in complete support of this idea/concept. It shouldn't be that hard to implement. Each group of Images could have it's own (sub-)folder(s); one for each type of citizen. Then when a citizen becomes available: one portrait from each available type could be presented. Call them Candidates for office (or whatever suits your fancy). Either that or simply get rid of the pictures altogether and just use the icons. However, the pictures do add

6 Replies 12,039 Views

I am definitely in complete support of this idea/concept. It shouldn't be that hard to implement. Each group of Images could have it's own (sub-)folder(s); one for each type of citizen. Then when a citizen becomes available: one portrait from each available type could be presented. Call them Candidates for office (or whatever suits your fancy). Either that or simply get rid of the pictures altogether and just use the icons. However, the pictures do add

6 Replies 12,039 Views

It's as if the game is simply no longer accepting any changes. I even tried to change the Global Definitions so that one could have 11 trait points and 7 Abilities; but that change is not showing up. I tried it first in the mod directory with a modified full copy of the GalCiv3GlobalDefs.xml and that didn't work. So I even changed that file in both the EXP2_Crusade/Game directory and the data/Game directory. The changes do not show. Is there a file I

17 Replies 108,482 Views

Thanks. Unfortunately, after making that change I still received the same error; until I went into steam and re-verified the files. Then I received the following upon trying to launch the game: An error occurred while updating Galactic Civilizations III (content file locked): C:\Program Files (x86)\Steam\steamapps\common\Galactic Civilizations III\Tools\Crusade_CampaignCompilerMod.bat So, I rebooted my PC and re-validated the files one more time. Th

17 Replies 108,482 Views

This is a good start and was fairly helpful. Now, can you take things a step further? FactionDefs.xml is a great start; but it seems it's just the tip of the iceberg (so to speak). I'd like to see you go on to show examples of how to (properly) modify PlanetDefs.xml, StarDefs.xml and StarSystemDefs.xml and discuss (in detail) how they all relate to one another. In addition, you didn't appear to use any of the TE

17 Replies 108,482 Views

Hmmm I just started playing the game again and they go and change it. I can see now that being a Founder was a huge mistake and, as usual, I'm not supposed to complain; as it's just a game. Granted I hated the pie wheel; as I would've preferred simply typing in the percentages. But, I did like the ability to control each planet individually. Ahh, but we have to please the AI (and especially they AI's gods -- the programmers). That'

87 Replies 532,563 Views

I would still like to see a Module for moving people (population) from one planet to another. Granted, this can be done with either the Colony Module or the Troop Transport Module; but I'm not talking about forming a new colony or moving troops, tanks, and other military supplies. I just want to move people and be able to do it quicker and more affordably than using a Colony Module. This may not be a strategy that the AI utilizes; but it is one that I found to be extre

19 Replies 39,268 Views

I have noticed that if (and when) I obsolete the preset Constructor (in lieu of my own design) I tend not to get any when I chose the 3 Free as my first Pragmatic choice. I have to remember not to obsolete that design until after I've received those 3 free ones; as the AI has no clue that SSC is short for Starbase/Shipyard Constructor. So, perhaps there needs to be a sub-category under "Support" that lets the AI know that this is a "Constructor" or a Colonizer ("Colony Ship"

0 Replies 3,037 Views