General Pants

General Pants

Joined Member # 2580433
69 Posts 323 Replies 3,550 Reputation

Just an update: This faction pack may be released initially with very few new ship styles. The actual number of civs will be 40 (!), so I think it is obvious why the ship styles will take longer. It will be completely compatible with the GRM (in fact, the GRM will be necessary for many factions), and will use Gauntlet's four-traits-per-race system. I have substantially upped my game regarding leader images. All civs will have citizen portraits, most should have at least the bare

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I have given this some thought, mostly because I don't tend to like mods that significantly change the game. However, upon deliberation, I think this is a good idea, and may dramatically improve game play. Like many other aspects of the GRM, I am slowly coming around to the idea that it being more than a race mod is ok. As long as you can keep things balanced, I won't mind. Just please be sure you don't go so far that the rest of us can't integrate with your mod without sacrificing in

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[quote who="Gauntlet03" reply="708" id="3683946"] Thought notably, I'm using your mod without issue. [/quote] As long as your StarSystemDefs.xml overrides mine, then it should be fine, because all of my template systems are in a separate file, and I have stars that are named the same as the basic ones (so that custom starters will work). I am worried that not everyone will have as good luck with it, though... I didn't. I will figure out a way to do it in the next u

1,416 Replies 4,487,206 Views

I do have the all of the DLC. I'll have to look into the DLC issue, because some of the civs I'm missing might have used those styles. However, if you are missing a ship style, it shoots a warning when you boot up that says "Civ XXXX uses an unknown shipstyle, and it will be replaced with another," or something like that. I've had civs not show up because their color scheme was invalid, but not their ship style. I have some of the DLC parts, but I can't see if I have all of them, because I ha

1,416 Replies 4,487,206 Views

Nope. If it is because of the GRM, it was the previous version. But several other civs, both mine and GRM, don't show up. The problem must go back a while, but I'm not sure how far, because I used to have a lot more civs. and I just didn't notice that some were gone. The Civs I've been working on are all there (it is only about 18 missing). And I don't play with the Terrans, so I didn't notice they weren't there. Sorry if I left the impression I thought the GRM was responsible. I

1,416 Replies 4,487,206 Views

When you have a lot of pictures or items in a menu, you cannot scroll all the way down. When you scroll down a certain distance, the menu goes blank, and not all of the options are displayed. This happens on the leader portrait menu, the leader background menu, the leader foreground menu, and it may still happen on the logo menu. Much more importantly, this happens on the ship cosmetic component menus. I cannot even access all the new ship parts from Crusade! <span style

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[quote who="Publius of NV" reply="1" id="3683808"] Thanks for this mod, General. [/quote] You are most welcome! I knew I was going to have to do this, because those 61% more hexes really make the galaxy seem bigger. I'm glad the devs finally seem to have gotten the idea that some of us like space to feel 'big,' but I missed my old standby. My last laptop could handle 100 players on that map, and that was satisfying. Of course, now I don't get to brag that I play "the big gam

2 Replies 9,111 Views

GENERAL PANTS' RETURN OF THE IMMENSE MAP MOD This mod was created in response to the increase of the maximum map size to 'ludicrous.' I always play on large maps, but my poor little computer can't handle a ludicrous map, and the nerfing of the old 380-hex map annoyed me. This mod KEEPS the new 'ludicrous' map, restores the old 'insane' map size as the 'excessive' map, and bumps every map up such that the 'tiny' map is the equivalent of the old 'small' map. So, the old 'tiny' map is go

2 Replies 9,111 Views

Argh! I just realized that the new GRM doesn't have the old options! I know we were warned about this, I just didn't pay enough attention. If you get time in the future, it would be nice to have two versions back, one with the four abilities points, and one with two. I can change the files, but I would rather have the designer choose which abilities are relevant to each faction. Or not. I am sure that is a pain in the keyster! I guess having the pirates be separate would be good too,

1,416 Replies 4,487,206 Views

Another look at the giants... luck of the draw had these a little too similar, but if you add the ones up top, you get an idea of the diversity that 50 textures x 100 gradients will give you: Also, a preview of the dead planets so far... they won't be this big, this is for testing: <img src="http://i.imgur.com/QVnDmGr.jpg" alt="http://i.imgur.com/QVnDmGr.jpg" wid

63 Replies 269,549 Views

[quote who="General Pants" reply="53" id="3681932"] General Pant's Scientific Accuracy Mod II: Planets 1. This is a simple mod, previously unannounced. I'm tired of the same three gas giants. New textures and gradients for giant planets (one or two borrowed from others, several adapted from GC2). Hopefully some new gradients and textures for dead and uninhabited worlds, maybe some new gradients for habitable worlds. New planet class distributions to make planet class

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I can't really design ships because of a bug in the game, so I've been working on planet mods. However, if anyone wants to see, here are the Mykronoss. Sorry the pics are sloppy and not the prettiest... This is as far as I got before it got too hard to make ships. The cargo hull is probably more like what the final coloration will be. Note that the medium and large hulls are reversed... D'oH! <img src="http://i.imgur.com/9PyLtuB.jpg" alt="http://i.imgur.com/9PyLtuB.jpg" width="1366" h

31 Replies 411,601 Views

[quote who="Gauntlet03" reply="2" id="3683211"] Are Red Giants so damned white and yellow in real life? Wowsz? [/quote] The colors are based on an RGB table of black-body radiation @ a paticular temperature from stars, and should be accurate. Star 'color' as given is just the peak output: Sol should technically be a green star, and our eyes are most sensitive in green, which is why light-enhancing appar

15 Replies 29,365 Views

Gentlebeings, My first official installment of the Scientific Accuracy Mod, and the most scientifically accurate one, is now posted: GPSAM I Current version beta 0.01B From the Designer's Notes (also in beta): This mod is intended to make the game MORE scientifically accurate. It is naturally limited by game mechanics, the state of our understanding of planetary science and astrono

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The Beta is up! GPSAM I: Stars This mod will have its own page, I will add the link here ASAP. Please put material related to the mod there, so I can keep it organized! I will continue to update on other aspects of GPSAM here.

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This may be old hat, but do not use dots (periods, full stops) in your mod folder names, at least not the main one. It will confuse the routine that finds and downloads new textures, so if your mod uses, say, new star textures, they will not show up. This is probably pretty obvious to everyone else. The behavior may not be limited to textures, but that is how I discovered it.

0 Replies 4,156 Views

GPSAM_Stars_0.01b is almost out. I am sorting out a Windows file handling issue. Has anyone ever encountered the problem where Windows won't update file modification dates or file transfers? I moved some files to a subfolder, and they stopped working. I moved them back and they still didn't work. I recopied them from another folder, and GCIII still can't access them. I'm pretty sure it is a Windows problem, because the modification date issue has occurred outside of GCIII. Any

63 Replies 269,549 Views

[quote who="Gauntlet03" reply="17" id="3682494"] Yeah.... I definitely make ships that look alike! [/quote] It is part of the fun; that's why it is a ship STYLE. Figuring out the 'rules' of the style is part off the fun. I remember someone lecturing me about having common command modules once... an it was dead on. If the ships don't follow a set of "rules," they won't make sense. Happens all the time in Sci Fi: The Borg: geometric shapes with exposed gir

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[quote who="Santapolo" reply="691" id="3682575"] Why not uploading it to the Steam Workshop? [/quote] Setting aside Gauntlet's actual mods to the game (I don't use them), there are really three levels of user-generated GCIII civilizations: Base-Level: the old system; you changed the race portrait, logo, and texts, and used a built-in shipset, home system, color scheme, etc. These are on <span style="text-dec

1,416 Replies 4,487,206 Views

[quote who="Franco fx" reply="15" id="3682320"] Consider my permission granted for anything that I have submitted. [/quote] Thank you, that make things a little easier when it comes time to 'publish.' [quote who="Franco fx" reply="15" id="3682320"] if I created 6 ship sets, the first comment would usually be, "Well damn, they all look the same". [/quote] :) I bet Gauntlet would have a good laugh at this too. Sometimes you just make ships that look

31 Replies 411,601 Views