Seilore

Seilore

Joined Member # 2606837
196 Posts 1,820 Replies 2,553 Reputation

[quote who="Frogboy" reply="26" id="3775812"] The other thing that I do think I can fix is the lousy performance of adding a planetary improvement. I haven't figured out why it's so slow in your saved game but I'm looking into it. [/quote] Thank you very much for looking into this, and if you need a beta tester, I'd be happy to help out as I have in the past. Even if it meant starting a new game from scratch, but to get to this point in the game it would ta

71 Replies 219,077 Views

[quote who="Frogboy" reply="19" id="3775800"] It really comes down to the specific game. In his game, there are just so many objects. I'm writing a filter that will try to purge out some objects that might make turn times faster. I don't think that many people play the game with fewer [/quote] This would be amazing, should it work.&nb

71 Replies 219,077 Views

[quote who="Frogboy" reply="9" id="3775767"] I think the answer is probably to just eliminate map sizes from the main UI and have them be an unsupported option in prefs.ini (enablecrazymaps=1). [/quote] I really wish this wasn't the overall answer, as I love the scale, just hate the impact. [quote who="Frogboy" reply="9" id="3775767"] But you can see the two cores related to sending commands to the GPU. That's a limitation of DirectX 11. The only way

71 Replies 219,077 Views

So here are additional questions, so for a game that came out in 2015, it was maxing out GPU's & CPU's that were around in 2015 such as my AMD FX 9370 and at that time my Powercolor Radeon R9 270x GPU w/ 1280 Stream Processors 2 GB GPU. Both would typically hit between 80-100% usage. 16 GB memory, would typically max it out give or take system overhead. Now in 2020, Galactic Civilizations III is a Direct X 11 game. Newer hardware, the Ryzen 9 3950x CPU doesn't ev

71 Replies 219,077 Views

Good Evening All, It's been a while since I've played the game, because I love extreme maps. I got sick of the long turn times once you really got the game going between turn 200-300. I was running an AMD FX 9370 8core/thread cpu w/ 16gb memory Radeon RX 570 Series GPU. Running a standard SSD. Turn time was sitting at 4 minutes 10 seconds. Makes for very slow progress, even if I rush through my turns. So I upgraded. Current Specs is on

71 Replies 219,077 Views

I just started a new game 3.95. I chose the Pragmatic Ideology Neutral to prevent war for next 50 turns. I'm on turn 31. The Drengin just declared war on me. Note I didn't choose this until about turn 10 but either way the game hasn't been running for 50 turns yet. I'm also at war with the Krynn but that was done prior to me choosing that ideology. It appears

0 Replies 4,232 Views

[quote who="Frogboy" reply="15" id="3761913"] Well crap. I'm sorry to hear that! There's no real way around that I'm afraid. What size map are you playing on? [/quote] It was an excessive map with all core factions (expansions included) with my custom faction as me. I controlled about 70% of the map pushing for victory. The Altarians before I all but destroyed them racked up 11k ascension points and was the only faction to cross the 9k threshold

24 Replies 131,013 Views

This update ruined my game. I've been playing for 80 hours, and I'm nearing an end to victory under the previous game rules. However, now it's all for nothing. As another race now has won through an ascension victory. I'm not locating where I can mod back the old settings for ascension victory so I can finish out this game. Please help... Or if anyone knows where to mod the amount of ascension points one needs to get to victory as well. Or even an o

24 Replies 131,013 Views

[quote who="Rhonin_the_wizard" reply="88" id="3760544"] My main concern for the map changes is how would this work with spiral type maps? That was my favorite type when playing GC3. [/quote] Exactly, I just play with stars scattered all over...

125 Replies 722,324 Views

Thanks Frogboy, that's exactly what I pictured. A layout similar to Sins of a Solar Empire, except with multiple star systems instead of just one system. This could be okay, however, I don't want to loose the feel of the game so as long as the individual smaller maps are large enough to keep that feel than maybe it will be okay. (Large enough that multiple factions/races could occupy the same small map.) That way one could have a small game as part of the larger game.

125 Replies 722,324 Views

[quote who="Frogboy" reply="49" id="3760358"] So we've been thinking a lot about what would be in GalCiv IV -- and what would not be in GalCiv IV. Here are, in no particular order, some thoughts: 1. Fewer but more distinctive civ abilities.[/quote] Could be interesting especially if one can mix and match with custom factions. [quote who="Frogboy" reply="49" id="3760358"]2. Vastly, vastly bigger maps with far more planets.[/quote]

125 Replies 722,324 Views

My thoughts for Galactic Civilizations Going forward... [quote quoting="post"] 1) Change how the map functions. Frankly, the ol' completely flat and completely open map has gotten stale and I think it creates some technical issues. I think some very interesting hybrid map styles could be designed.[/quote] A hybrid 3d/2d map would add something new to the game, making it a true sequel and not just an expansion with a '4' after it instead of a '3'. Addi

125 Replies 722,324 Views

Why is Prometheus Stone still disabled in the game if Kiln Of Worlds Artifact lvl 3 requires it? Either remove that level from Kiln of Worlds (I don't prefer), change it's requirement or re-enable Prometheus Stone by enabling fix that I posted in the discord chat. However, it's still not traded on the market with my fix so that must be something else, but at least it would be back in the game so one could get Kiln Of Worlds lvl 3. This would make sense being all other Arti

25 Replies 216,660 Views

@PocusFr - I have revisited the NanoFabricator. At this point I have adjusted it to provide 50 points instead of the standard 25 points. Other changes in 1.02 is the Betatron Collider only causes 10% damage instead of the default of 25% as to me this seems too cheap of a move to destroy an entire fleet by deploying this 4 times. Now one needs to deploy 10 times to destroy it. Also included a fix for Prometheus Stone as there is at least one artifact that depend

7 Replies 21,533 Views

I believe I was clear that this does require the Retribution Expansion. Please be more specific as far as what you're looking for. As far as if it will work with the base game - no DLC's, no other expansions other than Retribution, that I don't know. But it only taps in on the Retribution files. Would require further testing for the specifics. Edit: Does appear to work in vanilla game with just the Retribution Expansion insta

7 Replies 21,533 Views

Seilore's Artifact Mod v 1.02.3.6 Edit: 3/13/19 updated to correct text for PrecursorTempleArtifact to display 2,500 influence points. Edit: 4/08/19 Fix Game Bug - Prometheus Stone now produces Prometheus Stone not Promethion. This is important as there is at least one artifact that requires this trade resource to upgrade.&

7 Replies 21,533 Views

Maybe \Program Files (x86)\Steam\SteamApps\common\Galactic Civilizations III\DLC\EXP4_Retribution\Game\MapSizeDefs.xml If installed to the normal file, that's where you would find the file to duplicate and modify (I believe). Then place in your mod...

9 Replies 45,103 Views

Rhonin maybe you can answer this, it appears 7- 8 upgrades on the artifacts are the maximum, is this hard coded in the game that one can not upgrade a building more than 7 times? Thanks.

10 Replies 21,326 Views

Thanks again Rhonin_the_wizard. It appears to be reading it now, I'm crashing the game, but at least it appears to be reading it. One other question does anyone know if Duration Projects can be edited on how they continue to work cost in the game? Thanks.

10 Replies 21,326 Views