[quote who="treborblue" reply="119" id="3676380"] I already have it displaying the whole master tech xml, almost. [/quote] That is awesome! This will really help me out a lot. The new tech system has played right into my hands (bwahahahahaha), and your little program is my key to setting up the new colonization techs I need! Thank you again. I tried to give you more karma, but the karma system is broken. I owe you. :) Enjoy your holiday, and don't spend too much time
General Pants
I seem to recall that, in GCIII Vanilla/ Mercenaries, we could "obsolete" or delete a design from the shipyard screen. This was VERY useful for filtering out designs that either didn't fit for your current empire or you just didn't need anymore. Going to the shipyard takes an extra step, a step that might take a while on a slow machine (like mine). COuld we please have our buttons back?
I wonder if there is some way to show all techs at once. I know that would be difficult, but it would make modding easier. Each tech could be labelled by the attributes that make it show up on the tree. Or something like that... That would help modding. It also might make life hell for you, and/ or be impossible to read.
The "Star Type" for Proxima Centari reads "RedGiantType_Label" instead of "Brown Dwarf." Nitpicky, but there it is...
PROBLEM #1: ship style canalization. It is very limiting to have to deal with the "ship style" in the ship designer. I don't know about other players, but I never paid attention to this before, and now my designs are spread over different "ship styles" that have nothing to do with what I was doing. I would use one ship style one day, another the next. I just made ships. So now, I go to design a ship, and it gives me a list of a SUBSET of the hulls I have designed, based on (I assume) the ship
I cannot access all ship designs from the ship designer, even when I have the "show all ship designs" option selected. For that matter, why does it make me pick a ship style to begin with? I thought the point was to design your own... EDIT: The designer is (seemingly randomly) assigning custom parts and ships from modded ship styles to ship styles already in the game. Weird...
Has anyone else had all their minor races be exterminated on the first turn?
Not only is "warrior" repeated, so are "vigilant" and "discreet."
I noticed that you can't change the drones either? Was that deliberate, or is it a bug?
Thank you all! It is great to be back, And Crusade looks awesome! Well, it looks like the major changes I've seen so far that affect this mod are that they added brown dwarves, and they removed those annoying planets with the red moons. Yay on the second one... I will keep my brown dwarves, but at least they didn't actually make them brown ! Still, the solar flare activity seems inappropriate for a BD. I will try to recycle the texture for something so that it
Don't look now, but I may be back. A wonderful friend sent me an unexpected and much-appreciated birthday present! I shall return to work as soon as I can confirm it all works properly!
Folks, I'm afraid I have some bad news. I lost my job a few months ago, and they are insisting I return my computer (shocker that). My girlfriend has an old one I can use, but it is not 64-bit. Thus, it appears that my Gal Civ days are over. That means these mods will not be released. I apologize profusely. Good gaming everyone, and thank you StarDock for everything you have done! General Pants
[quote who="Frogboy" reply="39" id="3670994"] Earth has put ships into orbit and to the moon already without a shipyard. [/quote] And thank our lucky stars the Drengin haven't showed up yet, because I don't think Virgin Galactic quite has a StarFury yet. At least not that Branson is telling us about...
[quote who="00zim00" reply="20" id="3670884"] The way I use fleets I usually have fewer fleets with stronger ships as opposed to many fleets with smaller ships [/quote] I find the AI obsessed with small defensive ships. Every planet and shipyard of theirs seems to have a fleet of (typically old, slow, and underpowered) defensive ships. I too build a few smaller, faster fleets with stronger, newer ships. Since the AI tends to keep its fleets in orbit, I often end up w
[quote who="Horemvore" reply="10" id="3670839"] No, that fields works. I use it in GST set at 0.07 (7%) and it does what it says on the tin. [/quote] Have you ever actually counted to make sure the percentage is correct? The reason I ask is that when I set extreme planets to, say, 99% or 100%, it gives me about 50-50 extreme and non-extreme. EDIT: FYI, I had set habitable to 1%, and almost every star had a habitable planet!
[quote who="Horemvore" reply="8" id="3670790"] 0.01 is always less than the minimum. [/quote] It turns out it doesn't matter. Just like the " proportion of extreme planets " field, it appears that " proportion of precursor worlds " field has no effect, at least not in the map editor (I didn't bother checking the actual game, as they seem to correspond when the setting are the same). So, your original statement turns out to be correct, an
Oh my goodness!!!!!!!!!!!!!! It looks like trade may be fixed... AND those red-moon phantom planets appear to be gone! It looks like the planetary halos have changed... I think it might be a good thing I waited to finish my mods! Just please don't take too long... I have a serious potential time limit! EDIT: I just saw the logos on the map showing the territory owner (very important for big games!). Also it looks like artifact bases-mines now live on their artifact
UPDATE: The "red moon planets" appear to be a series of planet arts that are indeed hard-coded (i.e., not in the .xml files). They appear to be referenced in some of the planet definitions, e.g., PlanetKona Kona_Name Habitable 5 true</DisableColonizationEven
UPDATE: The "red moon planets" appear to be a series of planet arts that are indeed hard-coded (i.e., not in the .xml files). They appear to be referenced in some of the planet definitions, e.g., PlanetKona Kona_Name Habitable 5 <DisableColonizationEvent>
[quote who="Horemvore" reply="5" id="3670626"] There is no randomness to the current precursor worlds, they are a set number, no %, set in stone number. [/quote] From MapSizeDefs.xml Tiny 0 18 <stro
[quote who="Seilore" reply="22" id="3670631"] But, like I've said many times I'm sure they just don't have the budget to pay a few people to play the game in a controlled environment for days/weeks on end in different scenerios just to reproduce different bugs that pop up with AI/crashes/freezes in "Big Games". [/quote] Agreed. However, I am not at all sure that the issues I've run into are necessarily Big Game issues. All I said was that it is n
[quote who="Seilore" reply="20" id="3670612"] I have one or two times but, most of my tickets just get the canned answer and I never hear anything about them again. [/quote] The times I have used the bug ticketing system have been immensely frustrating and generally unproductive. After the initial form-letter e-mails, Support gets back to me with a brief, also generic note asking me for a video demonstrating the problem, even when the problem is perfectly well explained
You can mod the proportion of precursor planets. However, as I have noted several times before, probabilities don't quite work right behind the scenes in GalCivIII...
[quote who="Larsenex" reply="69" id="3669717"] All of these discussions come to one single point in our game and that is all pointing to some changes in Diplomacy. One thing I would really like to see is a change in how the ai decides to go to war. [/quote] Eventually, operations short of war, like psyops (say, rigging elections, espionage, guerrilla conflicts and asymmetrical warfare, blockading, trade-related malfeasance, providing weapons tech or warships to opposin
Gratuitous plug: I highly recommend trying mods with GCII. An obvious reason is that I made a few myself. Most of mine were cosmetic (e.g., new 'jewels,' = non-functional components), but I worked REALLY hard (as in, using simple statistical analysis) to make the mechanically significant ones (e.g., new invasion tactics, new political parties, implement all abilities, implement negative abilities) balanced so they wouldn't wreck the game. I also recommend Gauntlet's GCII mod,