[quote who="Triple_Crown" reply="11" id="3678103"] The platform of GC3 is so large, they will be able to add on it tons and tons of stuff for years [/quote] I agree, in principle. However, if I understand Frogboy's posts properly, the gaming industry won't support this. 'Casual players' form most of the market, and they only stick with a game for so long before moving on. I've seen it with friends: they play for a while, but unless they really like a game, they move on. Some
General Pants
Vastly agreed on the fleet builder. I have been waiting so long to finish my shipsets, and now I have to wait even longer! Also agreed on the Deus ex Machina thing... a great many things in GalCiv happen instantly and cause drastic changes (like terraforming, for example). I find the game fun, but it presently won't work, and if I have to reinstall with each update I'll be very frustrated. Also, those of us with low-end machines are now even more left-in-the-dust than before. I will a
[quote who="treborblue" reply="1" id="3678124"] I just make things up as I go along. [/quote] I am assuming this is sarcastic, since you of all people are the one most responsible for organizing other people's modding efforts! I rely heavily on the Tech Viewer. I haven't downloaded the latest version yet, but I am all a-quiver!
Do you plan out your mods using pictures? Here are some of mine: Here is tech tree, I think it is self-explanatory. Here is my part of my excel sheet for bonuses and detriments for different types of planets. <
I have already pointed out that the players should know where black holes and nebulae are before they leave their planet. Someone pointed out they should at least see some planets too. That might work well with your proposal: players would know where astronomical objects are, but wouldn't know their resources until they visited them and had the correct techs to find them. Or until they colonized them for some resources. Later techs might allow for long-distance surveys to detect things like a
I believe I have found a bug in the planet trait definitions: https://forums.galciv3.com/482987/page/1/#3677778
This must be a bug... am reporting on bug thread.
[quote who="LunarMongoose" reply="24" id="3677424"] I'm in the middle of updating my personal mod for pre-Crusade 2.0 right now so I was hoping you might release something basic in the next week or two, but that's okay - those wonderful binary systems are worth waiting for. [/quote] I'm still waiting for Crusade to stabilize. It seems like we are getting a lot of patches. Not a complaint, there are lots of bugs you only discover when the game is released. How
A brief update for anyone paying attention: The new tech system has provided the opportunity to do some new things. I am thinking about changing the colonization techs so they address methods of colonization, not 'types' of planets. For instance, many types of planets can be colonized using domed cities (think Mars from Total Recall/ Babylon Five). This would not solve all problems for every planet, but it would be a step toward full use for many worlds (e.g.
[quote who="treborblue" reply="124" id="3676482"] Propagation replaces Colonial Settlements, but in the viewer it sits on its own with no connected techs, again misleading. [/quote] Can you program it to put the two techs side-by side, but in angular boxes instead of rounded ones, with single-to-double dotted branched path going in and a double-to-single path going out. Like this:
Dear GalCiv3 modding community, I regularly thank Stardock for their efforts, but I don't want to leave you out. You folks are the absolute best! I remember the heady days of GalCiv2, and the wonderful modding community we had then. I think it is even better for GC3! Certain people especially provide answers to questions within hours, and they are pretty much always right. Sharing information you fought long and hard to figure out for yourself is the height of generosity. Tolerating t
Thank you all so much! This helps a lot, and means I can afford to put more effort and realism into my planet mod! As always, you guys are the best!
[quote who="Taslios" reply="11" id="3676720"] Give them what they want and they will still hate you.. [/quote] Good point. It is up to us die-hard fans to point out that both WE and THEY asked for this. We should encourage Stardock to be responsive to player input, not punish them for trying. This is OUR game, and maybe we should make sure potential players get accurate information. If you find these sorts of comments in a review, I suggest you leave a (very polit
I WAS the ultimate die-hard, until you surpassed my budget! Bravo! Someday... someday... All this means is that I'll have to mod the next biggest size up to 380 hexes so I can still play my insane games. Wish I had the computing power to take on Ludicrous. I really appreciate the support for us weirdos!
Ok, so if you find an aquatic world, and you colonize it with CanColonizeExtremeWorld or CanColonizeAquaticworld , you get the following modifiers: ProductionPoints: -0.5 Which means you have 50% production. If you research ColonizationFocus2 OR you have AmphibiousAbility , you get the following modifiers: ProductionPoints: 0 GoodsAndServices: 0.25 T
I figured I'd ask before I went to the trouble: has anyone tried making a tech that has more than one prerequisite tech? I know how to program it in the .xml, but I'm wondering if it will actually work that way in the real game, and, perhaps as critically, will it crash the tech tree viewer? Any guidance would be awesome!
Please see: https://forums.galciv3.com/482928/page/1/#3676429 ...for more issues like the ones you describe.
The techs: MasterXenoAdaptationTech and MasterExtremeWorldColonization are in sequence with one another, are on all tech trees, and both change "CanColonizeExtremeWorlds" to 1 It should be removed from MasterXenoAdaptionTech, which gives you something else (I can't recall what).
Thank you Stardock, and congratulations! I just posted a review of Crusade. My previous reviews of GC3 and its DLC have been highly critical; this one is glowing. Crusade is what GC3 was meant to be, and I didn't mind paying a little extra to get the improvements. The game has become what it was meant to be. I wouldn't call it GalCiv4, but I think it is now truly GalCiv3: its own game, standing on its own feet, out from under the shadow of its predecessor, whatever analogy you prefer.
[quote who="FreedomFighterEx" reply="25" id="3676633"] That is also true. Some older i3, 4, and 5 outperform early version of i7, not to mention it did causing a problem too. If you know the name of PC part. Put everything on google to find out about it, even series number. [/quote] I hate to derail this thread. I looked them up, my new CPU is higher rated, despite being slower, and my new internal graphics is also better. I don't crank up the graphics, I play on the low set
And, once again, THIS is why I am loyal to Stardock, and why I have held out for Crusade! I will post elsewhere, but my reaction is very very positive. Please keep scouring the forum etc. Personally, ship and civ design are my favorite part of the game, and I won't be able to really enjoy them until certain changes are made. But your priorities are 100% dead on! Fix the game's playability first, then work on the niche stuff.
[quote who="FreedomFighterEx" reply="18" id="3676617"] Easy memo. Having more threads per core is better. Still, it also depend on how powerful the core is to begin with. i4 not going to top i7 core as an example. [/quote] Oh dear, I'm going from an i5 to an i3. However, I looked it up online and my new processor is supposed to be better anyway. Oh well, I can still play the game! That is so much better than not playing! Thank you for the advice!
[quote who="Jafo" reply="15" id="3676488"] Quoting General Pants, reply 14 does it count if you have two cores and each can handle two threads? Is that sort of like having four cores, or is it just a marketing gimmick? Yes, yes, and no...[e digicons];)[/e] [/quote] <
Something I've never been clear on... does it count if you have two cores and each can handle two threads? Is that sort of like having four cores, or is it just a marketing gimmick? Those of us who are poor and got our computers from really really nice friends want to know...
I have posted a separate topic including this and some other issues I have. Hopefully the devs will consider this a high priority! https://forums.galciv3.com/482928/page/1/#3676315