@ OP: FYI, there was another thread already started on this topic. The good news is, not much had happened on it, so it probably won't make a difference. But here you go: https://forums.galciv3.com/481142/page/1/#3661896
General Pants
[quote who="Olaf80" reply="11" id="3663377"] Well i have some spheres, look for "Perry Rhodan" there are some kinds of spheres. Perhaps one could help you. [/quote] How did you do those? Those are sweet! I need a perfectly smooth globe myself, and I think I can make it work for my purpose. But there are a bunch of people who want a sphere (there is a faction called the Chrome Cohesion that could really use it).
[quote who="erischild" reply="1" id="3663162"] And it needs to be inserted into the compressed objgfxcfg folder in there as well. [/quote] Aha! Thank you so much, that is what I needed!
Gauntlet: thank you for the clarification. And, much as I love your factions, I really do love the ship styles and I'd be ok with just getting those too. I'm just happy you are still expanding the mod! [quote who="Gauntlet03" reply="15" id="3663028"] and the KR set will get relegated to a minor race faction (like I did with RN and THK). [/quote] Dang it, now I will have to go and modify your minors again (some logos overlap with the original minors, and I use
[quote who="ForesterSOF" reply="9" id="3663119"] I am glad you are looking into this. [/quote] Actually, I hit a snag. The file does weird things with the textures, so it won't be any good as a generic sphere. It WILL take the asteroid texture, but it looks funny. I'm counting on it looking less funny when it is tiny. I'm sorry, I really tried!
Another update: I have the spherer and it works ok, but getting a pattern on it is another story. So far, I can make it use the asteroid pattern when zoomed out, but not when zoomed in (and the asteroid pattern looks terrible).
Folks, Does anyone know how to get a default design into your custom shipset such that it shows up in the race-selection routine? I can't seem to get it to work with any factions. I could swear it used to work on Gauntlet's factions at least, but now it won't work for anything. Thanks in advance!
I have achieved this. Will try to post the new component to steam when I can.
[quote who="Gauntlet03" reply="13" id="3662998"] The new set, also, if successful, may become a replacement for the Kirani Hierarchy set, as that is one of the oldest unmodified sets and kinda looks dated compared to some of my newer work. [/quote] I am working on a set for a blind race. It is a challenge to minimize lights and windows, and make a ship that might "feel" like the right shape rather than look it. If I may plead with the artist: I wish you would make a
Making ships, especially making starbases, rewuires [edit: requires] a lot of going back and forth between designs. It would sure be helpful if we could either: A) have the default name of the edited ship be the original name (this happens already under some circumstances) B) an edit button that would cause the default save name to be the same as the original game. The ship designer already warns you if you are about to overwrite another design, so this would be a '
[quote who="Gauntlet03" reply="11" id="3662868"] The next release will have at least 2.... 2/3rd done one and 1/3rd done the other. [/quote] You are as much of a tease as Stardock! I still haven't seen the new one yet, so I'm super-excited!
[quote who="Gauntlet03" reply="9" id="3662489"] Just want to say... thank you for thinking of me and the so-called "Gauntlet standard" I take that as a very high compliment. [/quote] Thoroughly deserved. You added a huge amount of very high-quality content, including a backstory (for free)! I don't expect anyone else to put the time, energy, creativity, and skill into their factions that you have, and I agree with others that Stardock should be kicking you some bigt
New Year's update: with the recent announcement that Crusade will include new and better tools for making factions, and the apparent intention to make these work on Steam, I do not intend to work on this issue now. Once Crusade is released, we can all evaluate the need for a standard such as this. With any luck, there will be no need at all! In the mean time, I suggest we all get our ship sets ready! :)
Frogboy's just dropped the rumored bomb that we will get 'vertical' strategies, ways to win a 4X game without expanding too much. Different games do this different ways... Civ5 had ways to win that worked beat with small empires, and even had a faction that could only really have four cities without conquest (Venice). Although marketing doesn't want Frogboy's to talk about it yet, we can certainly can. What are your ideas? I think the key will have to be ne
A) What is a 'living galaxy?" Should I stop modding pulsars and wait for you? B) @erischild: STRONGLY disagree on not supporting insane maps. 1.9 was partly designed on an insane map, and my pathetic little business laptop runs them just fine. YOU may not play big maps, but some of us do, and there is no reason to cut us out of support! C) Whining: Frogboy's 'whining" is healthy self-criticism, and that ability to reflect on your goals and your progress is what mak
One of the reasons I love Stardock... Thank you in advance for being on top of this!
The lease system for ships was lovely! If nothing else, it was a great object lesson for kids on thr perils of debt!
[quote who="erischild" reply="15" id="3661692"] I agree with the OP. It would be a big help. On a related note, I also want the TURN button to move all automated ships and stop if any have leftover movement. Then I would have a chance to decide what to do with that movement, including attack if I am close enough. Once all that was accounted for, I would get the TURN button a second time and it would cycle turns. This would probably not work out in MP, b
In my latest game this is game-breaking. I am bringing a very powerful faction to its knees because its 36-missile-attack ships are just stacking and not forming fleets.
[quote who="Volken2050" reply="3" id="3661135"] This would stray away from how the game handles invasions now but it would be nice if invasions took several turns. Some could be fast and messy, fast and clean, but very expensive, slow, clean, and cost nothing, etc [/quote] Agreed... In a future version I would like to see invasions take multiple turns, allowing you to reinforce your side, have insurgencies, etc. I'd also like to see ships be able to attack planets
I keep finding stacks of 20-50 AI ships stacked together but not formed into fleets. This lets you easily pick them off, one per movement point. I am assuming this is a glitch...
I have not had a chance to look in the guts yet... can anyone confirm whether or not the actual hex sizes of the maps changed? I noticed the brighter icons during the beta... they make the game much easier to use
I have found that, especially when there are few planets, Diplomacy works as a strong strategy in the Big Game when combined with Tech Brokering. You broker techs to get as many as possible, and trade them to other factions at the "your generosity is appreciated" level until they are allies. As they are taken over, they will surrender their remnant empires to you, allowing you to take over territory without picking fights. Diplomacy and influence usually ride together, so your increasing infl
[quote who="Larsenex" reply="1" id="3660809"] I think the entire invasion mechanic will be changed with the launch of Crusade in Spring. Ideally Costs of all invasions would be both population and defense/resistance dependent. [/quote] That would be great, I hope that happens! Given the improvements in the game recently, I feel optimistic that invasions will be substantially improved. I look forward to modding some new invasion tactics... that was my first mod in GC2.
Information Warfare is a late-game game-breaker, because it is very effective and has a constant cost. That cost is very high during the early and middle game, but late-game it is trivial. It might be worth nerfing the effects or raising the cost, but neither will completely solve the late-game problem. Another option would be to make the cost proportional to the population of the planet. That would adjust the cost automatically, since many colonies in the late game will have large po