Seilore

Seilore

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

So I've been working on this and I've gotten to a point of testing it, however, I can't seem to get the directories laid out correctly as nothing is changing either yes it worked or ending in horrible results, it's just doing nothing. From what I understand the directory needs to match the game directory So one creates ModFolder(with xml's in there). That mod folder then needs to be laid out as the game folder. So based on the game folder, I start creating sub folder

10 Replies 21,326 Views

Thanks @Rhonin_the_wizard that helps, however, I don't see anywhere that we can adjust how much a building costs example (3 durantium, 3000 credits ect...) Is that able to be modded? Thanks for any assistance that you can provide.

10 Replies 21,326 Views

So, I really don't like to mod, however, with the new expansion I dislike the way Stardock decided to go with artifacts where some are able to be used over and over again and others aren't. I was looking for the .xml document that contains this information. I'm unable to locate them with the rest of the improvements in the ImprovementDefs.xml and they don't seem to have any line item for this in ArtifactPowerDefs.xml. This way I can see if I can make it so the ones t

10 Replies 21,326 Views

I understand a lot of this most likely could be modded, however, the base game, without mods, shouldn't require mods to be balanced or work uniform throughout. With that being said I do appreciate your suggestion. Any @stardock person able to answer the question about artifacts? Maybe I'll just post it on discord.

7 Replies 28,151 Views

Yeah you can destroy them, my main question is, why allow it for some artifacts but not others. And I don't think it's unbalanced as all players, including AI should be able to use them. Solution: to your point making it broken though, is to have a counter on each upgrade, such as the first time costs x resources, next counter causes that to double, then next causes to double that ect... or just simply adding x resources times the number of counters used ect... therefore it

7 Replies 28,151 Views

@Gauntlet I noticed that many of them you can build like a project after fully upgraded over an over again giving one continued bonus's, (which I like), however, some of them such as, Chimirac Biomass (which terriforms an additional tile) does not. Trying to find out if that's a bug or if being able to continue to build them as a project is a bug. I personally would love the continued use of

7 Replies 28,151 Views

How often do the artifacts generate their rewards? I've noticed one almost right away after built then another appeared later. Or is it only after you upgrade the building? Does this mean once fully upgraded that tile is worthless? Why don't the tiles combine instead of adding duplicates upon duplicates? I don't see the value on keeping the tiles separate. You could just ha

7 Replies 28,151 Views

How often do the artifacts generate their rewards? I've noticed one almost right away after built then another appeared later. Or is it only after you upgrade the building? Does this mean once fully upgraded that tile is worthless? Why don't the tiles combine instead of adding duplicates upon duplicates? I don't see the value on keeping the tiles separate. You could just have it show you the planet(s) that is producing said artifact. I would have as

17 Replies 94,218 Views

[quote who="ForgottenSlayer" reply="7" id="3736742"] I really don’t get the dead zone from turn 25 to 75 that is the early game col rush stage. [/quote] This depends on the number of factions and map size and tech pacing however, yes the colony rush for my games extend to between 75-125, then dead time follows as I'm building up my planets and starting to get basic technology to allow me to build ships that can actually do some damage :)

63 Replies 447,008 Views

[quote]Here, however, are our general objectives we want to accomplish: Fewer clicks with the UI to get things done. Making really big maps more enjoyable to play on. It's one of our strongest features and they're annoying (IMO). Bringing back beloved alien species. Pacing. There is a lot of...emptiness between turns 25 to 75 which is a turn off for many new players and really needs to be addressed [/quote] Yes, to all of these...

63 Replies 447,008 Views

[quote who="Larsenex" reply="3" id="3736277"] Anyway, I am happy to see you here still. Will you be joining me as an Elite Founder in Galactic Civilizations "Empire's Aflame" (not an actual title)? Alpha will be 1rst quarter 2020!!! (not an actual development date) [/quote] I'm always lurking, I may not always be social as life gets in the way sometimes. Galactic Civilizations will always be my favorite Stardock game, until I find something better. :) &nb

8 Replies 59,773 Views

I've been saying this since just after release, they put a hard cap on maximum planets, I'm not exactly sure why other than some type of performance hit. This is, however, why if you play smaller maps with abundant settings you will see more compact star systems (full galaxies) with good planets around many of them. In larger maps, gigantic and above you start to see the galaxy emptying out and planets becoming less common even on abundant settings. I've asked to no avail fo

7 Replies 30,156 Views

Only some will get the title Chuck vs..... Anyways to the point. There has been several bugs present since 1.5 that have seemingly not been touched. Now I know Stardock has priorities and some of these are just annoyances versus damaging to game play. It would just be nice to get some of these bugs that have been around for a while to be conquered. Also there hasn't been much activity on discord in acknowledging bugs over the last month and a half, it would be ni

4 Replies 9,282 Views

[quote who="jirkaesch" reply="185" id="3692651"] This. Approval should provide natural counter to population over-exploiting. Having planet with low approval should have severe consequences, ending with that planet rebelling - which would also enable interesting spy strategies. I am grateful to Stardock for their hard work on balance, but nerfing is not an solution... [/quote] This is what I was saying, this is how Galactic Civilizations II worked and that way the

299 Replies 1,808,807 Views

Regarding cities/food why not tie this back to moral as it was in Galactic Civilizations II? the more people you have the more entertainment buildings you need so no hard cap but, it limits itself by not having enough things to do to keep people happy?

299 Replies 1,808,807 Views

[quote who="Island Dog" reply="8" id="3691487"] I put a ticket in for it to be looked at. [/quote] Thank you.

9 Replies 56,385 Views

[quote who="Horemvore" reply="2" id="3691449"] ^^ Gave you Karma as a test, worked for me. (Firefox) [/quote] It worked here, however, did not work for this post as I just tried.... <a id="ctl00_ctl00__Content__Content__RepeaterPostCategories_ctl01__RepeaterPosts_ctl01__PostTitle" style="border-bottom: 1px dotted transparent; color: #ffb400; position: relative; text-decoration-line: none; font-size: 1.1em; background-color: #181818;" title="GalCiv III: Beyond vers

9 Replies 56,385 Views

Good Evening, Stardock, Karma is giving a 500 error. Attempted to clear on my side by clearing cache and using incognito mode in chrome as well as used microsoft edge with no luck. Please take a look. Thanks. Edit: Appears not to work on select forum posts...

9 Replies 56,385 Views