[quote who="erischild" reply="2" id="3681264"] You may have to show a picture of what you mean by "ugly". [/quote] Voila! Astrologically, if you are born under this sign, you are doomed to the Vulcan discipline of Kohlinar.
General Pants
[quote who="joekraska2" reply="3" id="3681268"] This is inaccurate. I have a system in my personal mod with 5 planets in one lane. It works perfectly in Crusade. [/quote] You can physically code in five planets, but the random generator will only add a maximum of three. At least, according to all of my testing.
It is not sensitive to settings. As updated above, there appears to be a hard cap on planets at three per lane! Further, there is the "triangle of ugliness," which shows up often if you have high planet settings, wherein you get an inner ring of three worlds, then the next ring has three worlds, and they offest to form a very conspicuous triangle. It looks as if God has definitely NOT been playing dice with the universe (with apologies to Einstein).
If anyone is following this, I have now updated it twice. Has anyone else seen the "triangle of ugliness?" It is really noticeable and artificial-looking!
Apparently there are two new bits of code in the system generator: 1) Planets try to space themselves one hex apart now. This means if you have three planets in lane 1 and three in lane 2 they make a hideously artificial looking triangle. EDIT: The rule seems to be that planets in adjacent lanes cannot be adjacent to one another. Only a problem in the inner two lanes, because of the planet cap. EDIT 2:
This just got bad, see: https://forums.galciv3.com/483583/page/1/#3681224 You can't have more than three planets in a lane now in the random system generator , and if you load the first and second lanes with three each it looks ugly and fake. not sure what to do now! I am presently so depressed about the planet cap that I may abandon a
Updates added. I am very disturbed by the behavior of the max/ min planets, as that will have a significant effect on systems design. I'm pretty sure this is new behavior. I will test to see if it is sensitive to settings.
In case no one has mentioned it, you may need to clear out the old GRM faction files. It is easy to do: sort on name, check the last modified date, and delete the older of the two files.
I recently had a very good experience with the Stardock support ticket system. I know this is just one case, but I felt I had to comment since I was very critical on another thread earlier. This time I wasn't lazy and I stuck with the process the way I was asked. I don't know if the problem will get fixed, but it has been passed to the devs, and I am very appreciative of the communication, feedback, and cooperation I received during the process. I am pleased that Brad and the team worked so h
There seem to have been some changes in the map builder in Crusade, possibly the game (the two operate a little differently) with regard to systems. I am not documenting these well in my modding, so I thought I'd post what I know here as a resource for other modders. UPDATES BELOW: Many of my recent issues were due to a coding error... as usual. MORE UPDATES! This is m
[quote who="Moser_Alchemist" reply="2" id="3681034"] Well the Free French forces went to England after France surrendered in WWII. [/quote] I just gotta mention the Poles too... Every chance I get. They ALWAYS get the poopy end of the stick. Just wait, the next war they'll probably get nuked. Taras Bulba's curse!
[quote who="Franco fx" reply="43" id="3681100"] We could easily colonize Antarctica, but there is no reason to do so [/quote] Overpopulation, desire to build more buildings... I would like to add code that gives you an extra tile for worlds with glaciers once you can colonize frozen worlds, etc. I'm not sure it is possible, or worth the hassle, but I'm looking into it. [quote who="Franco fx" reply="43" id="3681100"] , is why in the heck are y
[quote who="Franco fx" reply="39" id="3680840"] Perhaps you should also consider some changes regarding colonizing hostile environments. [/quote] Yeah, I can't change the code, so all planets will immediately be fixed the second you get the tech. :( [quote who="Franco fx" reply="39" id="3680840"] For instance, we are quite able to colonize Mars, assuming we have the ability to get there with relative ease. Biospheres should be included in an early
[quote who="leiavoia" reply="40" id="3680847"] Realism aside, even if the only thing to shake out of this is HUGE STARS, that's still worth putting out there. I would like to see a 26-hex star [/quote] The biggest I'm doing is five-across, and it is just barely five (you can still get in the outer hexes). The star radii are logarthimically transformed to keep them a sane size. MOst are just one hex; 'red' giants are three hexes across. Sorry! [quote wh
[quote who="Seafireliv" reply="36" id="3680700"] As a complete noob I`m curious to the universe`s realistic potential for habitable planets. And considering your mod is realistic, this statement seems strange. I take it you`re saying that the chances of finding plentiful Earth-like and or/diverse planets in real life would be extremely slim compared to what the game shows us? So if you were to represent this part realistically we would have perhaps a maximum of 4 or 5 habitabl
Brief update: PERL script for system XML is about half complete. When it is done, I will be able to enter simple codes (e.g., FD_1_3_0.15_0041-FD-d-hh-Gg), saving DAYS of XML entry; probabilities for systems will be automated! Talk about a time-saver... the details are terribly complex, but they should produce more-or-less accurate proportions. Sorry, lots of M-dwarfs; research says most "red giants" are really orange stars! What a cosmic rip-
[HUGE EDIT] Actually, these may not be final... I think I found a way to soften the lower dwarfs. And I'm putting the carbon giant back the way it was... Change: Changed carbon hypergiant back to the old texture; Changed orange and red dwarfs to a modification of the brown dwarf texture; and Changed the L dwarf texture so that it bettter reflects the actual color of the star. This produces a result that may not be as fancy, bu
As promised, below is the new line-up. Note that the stellar remnants are in scale, which is why they are so hard to see. They have not been changed from the earlier, close-up picture. Changes: changed all dwarf and giant textures; darker colors now are the named color of the star. This makes the M dwarf too red, but since you expect that, and you will see a lot of them, it seemed worth it. The background color of the star is still accurate; added O-class star
[quote who="dlapine1" reply="29" id="3679311"] This looks interesting. Any chance you might put out an alpha version of the mod so that others could provide feedback on the non planetary data portions of your work? [/quote] Yes! I plan to have a beta up before the 19th of next month. It will have one type of system, with one age, all of the stars and remnants, and the dwarf planets. Planets may have their sizes re-scaled to match the new sizing. Before then, look for
[quote who="ScrivenerOfLight" reply="27" id="3678734"] Unfortunately, I'm not sure the game does allow you to set every planet to 'extreme'--is that just a function of the element in the MapSetupDefs.xml? If so, I've tried a number of variations and not arrived at 100% extreme worlds. Also, is there a setting for how many special planets (like Serene, Desert, etc.) are in a given map? [/quote] GalCiv3MapDefs .75</PlanetTraitLikel
[quote who="ScrivenerOfLight" reply="27" id="3678734"] Unfortunately, I'm not sure the game does allow you to set every planet to 'extreme'--is that just a function of the element in the MapSetupDefs.xml? If so, I've tried a number of variations and not arrived at 100% extreme worlds. Also, is there a setting for how many special planets (like Serene, Desert, etc.) are in a given map? [/quote] It didn't work as of the last version. I haven't messed with it in Crusade ye
An update: Priorities are an issue. Dwarf Planets could be released now, but it isn't very exciting, and I want to make a second pass at the graphics. Stars should be my highest priority, but I can't really release them without Systems; just releasing them by themselves does no one any good without systems that use them. I'm not done researching star system architecture yet: it is a new discipline, and very difficult to get up-to-date references. For the record, a buddy of mine i
[quote who="Gauntlet03" reply="655" id="3678282"] I've successfully readded custom home systems into GRM and the Civ Builder works fine. [/quote] But can you upload a Civ to Steam with a modded home system? That's what I was concerned about; I didn't think they would bother to change the system so you couldn't mod one in. I haven't even looked into it yet (I have my head in planetary science right now). My guess is it will be a big fat no, since that would have require
[quote who="ScrivenerOfLight" reply="9" id="3677563"] I think there are much higher priorities for the patches, at least for the time being. [/quote] Very much agreed! The game needs to work properly first. The ship- and fleet designers are essentially frills: many casual players probably don't care much about them. Whether we like it or not, those casual players are the ones generating the revenue. I too must disagree about Stardock: they have a long history of fix
Friendly help... I got this error: I found a post with a similar problem on Steam, and followed their advice. I reinstalled the game files, updated my virus protection (AVG), and restarted the computer. I don't know which step did it, but one of them did. Good luck!